Marshall Masons

3 Level (1025/2700 XP for level-up) Scribe Background Aasimar Race / Species / Heritage Neutral Good Alignment
Transmortalist Artificer
Level 3
Hit Dice: 3/3
1d8+1 Class 1

STR
11
+0
DEX
14
+2
CON
13
+1
INT
18
+4
WIS
12
+1
CHA
12
+1
32
Hit Points
+2
Initiative (DEX)
20
Armor Class (AC)
+2
Prof. Bonus
30ft Walk/Climb
Speed (walk/run/fly)
13
Passive Perception
0 / 4
Magical Tinkering
3 / 3
Infusions Active
6 / 6
Infusions Known
1 / 1
Experimental Elixirs
2 / 2
Transmortalist Surges
3 / 3
Free Spells (Healing Word/Divine Smite/Bless)
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+3 Constitution
+6 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+1 Deception CHA
+4 History INT
+3 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shilleagh (Expandable Baton) +4 INT 1d8 Bludgeoning/Force
 Covert, Finesse, Light This weapon can be collapsed to reduce its size and increase its concealability. A collapsed baton can't be used as a weapon but it gives the conceal property. Extending or collapsing the baton is a free action
Shock Baton +4 INT 1d8 Lightning
 Finesse, Light, Enemies lose their reactions on hit
Light Pistol +2 DEX 1d6+2 Piercing
 Ammo (60/180), Light, Reload 12
Taser Gun +2 DEX 1d4+2 Lightning
 Ammunition (15/35ft), Special A taser fires two small barbed darts intended to puncture the skin and remain attached to the target, then it applies a high-voltage, but low-current electrical charge. When you hit a creature, it takes 1d4 lightning damage and it must make a Constitution saving throw (DC 15) or be paralyzed until the end of your next turn. While the target is within range, on each of your turns for the next 4 rounds you can use your action to deal 1d4 lightning damage and maintain the target paralyzed. You can only have one creature under the taser effects, and on each of its turns it can use an action to make a Constitution check. On a success, it removes the darts and is no longer paralyzed. A Taser must be recharged using a battery after five shots.
Ray Pistol +4 INT 1d8 Radiant
 Ranged (30/120)
Attacks

Spell Book


Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 2, Platinum: 0 Money


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.09, made by Tillerz - Updated: 2025-10-07
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Character Sheet (2020)

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