Remove these ads. Join the Worldbuilders Guild

Tharivol

3 Level (0/2700 XP for level-up) Sailor Background Moon Elf Race / Species / Heritage Chaotic Neutral Alignment
Artificer (Armorer)
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
12
+1
DEX
8
-1
CON
14
+2
INT
17
+3
WIS
10
+0
CHA
14
+2
24
Hit Points
-1
Initiative (DEX)
14
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
-1 Dexterity
+4 Constitution
+5 Intelligence
+0 Wisdom
+2 Charisma
saving throws
-1 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+3 Athletics STR
+2 Deception CHA
+3 History INT
+0 Insight WIS
+2 Intimidation CHA
+5 Investigation INT
skills
+2 Medicine WIS
+5 Nature INT
+2 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
-1 Sleight of Hand DEX
-1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Belaying Pin (Club) +3 STR 1d4+1 Bludgeoning
 Light
Light Crossbow +1 DEX 1d8-1 Piercing
 Ammunition (Range 80/320), loading, two-handed
Handaxe +3 STR 1d6+1 Slashing
 Light, Thrown (range 20/60)
Quarterstaff +3 STR 1d6+1 Bludgeoning
 Versatile (1d8)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Toll the Dead +5 1 action 60 feet Instantaneous 1d12 VS

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Catapult +4 1 action 60 ft. Instantaneous 3d8 S
 Notes:The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
Darkvision. Thanks to your elf blood, 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.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
If you meditate during a long rest, you finish the rest after only 4 hours. You otherwise obey all the rules for a long rest; only the duration is changed.

Languages. You can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

Features & Traits
Scale Mail
50 feet of silken rope
Lucky charm (a petrified mouse)
One set of common clothing
1 belt pouch
Thieves Tools
Dungeoneers Pack, which INCLUDES:

  • a backpack

  • a crowbar

  • a hammer

  • 10 pitons

  • 10 torches

  • a tinderbox

  • 10 days of rations

  • a waterskin

  • 50 feet of hempen rope



Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
I'm a prepared caster, so only 4 spells prepared per day.

As an artificer, you use tools when you cast your spells. When decribing your spellcasting...
Spellcasting
Languages: Common, Elven, Dwarvish

Simple weapons

Light, medium, and heavy armor with shields

Long swords

Short Swords

Longbows

Tools: Thieves, Carpenters, & Tinkers

Languages & Proficiencies
I work hard so that I can play hard when the work is done.

I like a job well done, especially if I can convince someone else to do it.

Personality Traits
Fairness - we all do the work, so we all share in the rewards

Ideals
The ship is most important - crewmates and captains come and go.

Bonds
I'll say anything to avoid having to do extra work.

Flaws


™ & © 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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level ( 2d8 or 2d12 ), 11th level ( 3d8 or 3d12 ), and 17th level ( 4d8 or 4d12 ).

Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Level 1 Spells

PHB

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

XGE, page 150. Also found in EEPC, page 15.

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

V3rmouth.

Statblock Type

Character Sheet (latest)

Link/Embed