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Jordan Feldstone

6 Level (0/23000 XP for level-up) Content Creator Background Tiefling Race / Species / Heritage Lawful? Good Alignment
Artificer
Level 6
Hit Dice: 6/6
1d8+1 Class 1

STR
12
+1
DEX
12
+1
CON
13
+1
INT
15
+2
WIS
12
+1
CHA
14
+2
26
Hit Points
+1
Initiative (DEX)
14
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
11
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+2 Abi Mod
13 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+1 Dexterity
+4 Constitution
+5 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+1 Athletics STR
+2 Deception CHA
+2 History INT
+1 Insight WIS
+2 Intimidation CHA
+2 Investigation INT
skills
+1 Medicine WIS
+2 Nature INT
+1 Perception WIS
+5 Performance CHA
+5 Persuasion CHA
+2 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Tentacle +5 INT 1d6 bludgeoning
 Reach
Baseball Bat +1 STR 1d8+1 bludgeoning
Battle Jeremy +5 INT 2d8 piercing
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Booming Blade +5 instant 5ft 1 round 1d8
 Notes:At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Spare the Dying +5 1 action touch instantaneous
 Notes:You touch a living creature with 0 hp and the creature is stable. Doesn't work on undead or constructs.
Thaumaturgy +4 1 action 30 ft Instantaneous
 Notes:You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range: Your voice booms up to three times as loud as normal for 1 minute. You cause flames to flicker, brighten, dim, or change color for 1 minute. You cause harmless tremors in the ground for 1 minute. You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers. You instantaneously cause an unlocked door or window to fly open or slam shut. You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action. Spell Tags: CONTROL

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Booming Blade +5 instant 5ft 1 round 1d8 +
 Notes:At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Inflict Wounds +5 1 action Touch instantaneous 3d10
False Life +5 1 action self 1 hour gain 1d4+4 VSM
Disguise Self +5 1 action self 1 hour
 Notes:You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
Purify Food and Drink +5 1 ation 10 feet instant
Hellish rebuke +5 1 reaction in respons to being damaged by a creature you can see wthin 60ft 60 feet Instantaneous 2d10

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Booming Blade +5 instant 5ft 1 round 1d8 +
 Notes:At Higher Levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target on a hit, and the damage the target takes for moving increases to 2d8. Both damage rolls increase by 1d8 at 11th level (2d8 and 3d8) and again at 17th level (3d8 and 4d8).
Inflict Wounds +5 1 action Touch instantaneous 3d10 +
False Life +5 1 action self 1 hour gain 1d4+4 + VSM
Blindness and Deafness +5 1 action 30 feet 1 minute causes blindness or deafness
 Notes:At the end of turns creature can make a con save on a success the spell ends
Gentle Repose +5 1 action touch 10 days
 Notes:Touching a corpse or other remains and for the duration the target is protected from decay and can't become undead. Extends time limit on raising a target from the dead.
Hellish rebuke +5 1 reaction in respons to being damaged by a creature you can see wthin 60ft 60 feet Instantaneous 2d10 +
Darkness +5 1 action 60 feet concentration up to 10min
 Notes:Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can’t see through this darkness, and nonmagical light can’t illuminate it. If the point you choose is on an object you are holding or one that isn’t being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness. If any of this spell’s area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.
Darkvision
Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Hellish Resistance
You have resistance to fire damage.

Infernal Legacy
You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the hellish rebuke spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.

Features & Traits
Jeremy the Drone
Battle Jeremy
2x Metal Baseball Bat
Cellphone
Handy Haverspack
Laptop
Rubber Duck

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
Latin
Otamatone
Computers

Languages & Proficiencies
Calculating
Charismatic

Personality Traits
Innovation

Ideals
Audience
Cafe Owner

Bonds
Distant and slightly out of touch with some people.

Flaws
This the type of guy who if someone kinda saw his experiment and was all "Oh my god this is an evil person" he would be confused like "But its all my body and the death ray is mostly a joke, it's not like im killing humanity" mans would not clock people would find his body augment experiments more than unsettling. Like he understands he shouldn't bring it up because people might be unsettled but if someone had a whole "Oh my god this is horrific" response he would be like "Oh shit you must be squeemish im sorry i thought i locked that room."

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

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[block: Carnal Dissertation: 3rd lvl medicine checks can be made as int med checks.   Permanent Augmentation]
[block: proficient in it and can act as spell casting focus. Martial Mutation: Tentacle 1d6 bludgeoning and has the reach property.   Unrelenting Vitality: Body is able to constantly restore itself. At start of turn you can expend a hit dice and regain value rolled plus con modifier.   Extra Attack: 5th level you can attack twice whenever you make an attack action.   Magical Tinkering -object shed bright light for 5ft -whenever tapped by a creature object emits recorded message. message can't be longer than 6 seconds -object continuously emits odor or noise that can be perceived up to 10ft away -static visual effect appears on object   Right tool for the job   Infusions Adorable Critter -Integrate own flesh into a cr0 tiny creature you created or modified now serves as familiar   Enhance weapon +1 bonus   Replicate magic item]

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