Ozzy

3 Level (0/2700 XP for level-up) Sage Background Reborn High Elf Race / Species / Heritage CG Alignment
Reanimator Artificer
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
10
+0
DEX
12
+1
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
12
+1
24
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
Passive Perception
4 /
Plans Known
2 / 2
Magic Items
2 / 2
Knowledge from a Past Life
4 / 4
Jolt to Life
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+4 Constitution
+6 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+1 Deception CHA
+6 History INT
+3 Insight WIS
+1 Intimidation CHA
+6 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+4 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarterstaff +2 STR
Dagger +2 STR
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Prestidigitation +6 Action 10ft Up to 1 hour V. S
 Notes:Transmutation: You create a magical effect within range. Choose the effect from the options below. If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time. Sensory Effect. You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. Fire Play. You instantaneously light or snuff out a candle, a torch, or a small campfire. Clean or Soil. You instantaneously clean or soil an object no larger than 1 cubic foot. Minor Sensation. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. Magic Mark. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. Minor Creation. You create a nonmagical trinket or an illusory image that can fit in your hand. It lasts until the end of your next turn. A trinket can deal no damage and has no monetary worth.
True Strike +6 Action Self Instantaneous S, M
 Notes:Divination: Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice). Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).
Mage Hand +6 Action 30ft 1 minute V, S
 Notes:Conjuration: A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. When you cast the spell, you can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. As a Magic action on your later turns, you can control the hand thus again. As part of that action, you can move the hand up to 30 feet. The hand can’t attack, activate magic items, or carry more than 10 pounds.
Spare the Dying +6 Action 15ft Instantaneous V, S
 Notes:Necromancy: Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable. Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).
Shocking Grasp +6 Action Touch Instantaneous 1d8 Lightning+4 V, S
 Notes:Evocation: Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn. Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Witch Bolt +6 Action 60ft Concentration, up to 1 minute 2d12 Lightning+4 V, S, M
 Notes:A beam of crackling energy lances toward a creature within range, forming a sustained arc of lightning between you and the target. Make a ranged spell attack against it. On a hit, the target takes 2d12 Lightning damage. On each of your subsequent turns, you can take a Bonus Action to deal 1d12 Lightning damage to the target automatically, even if the first attack missed. The spell ends if the target is ever outside the spell’s range or if it has Total Cover from you. Using a Higher-Level Spell Slot. The initial damage increases by 1d12 for each spell slot level above 1.
Faerie Fire +6 Action 60ft Concentration, up to 1 minute V
 Notes:Evocation: Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition. Attack rolls against an affected creature or object have Advantage if the attacker can see it.
False Life +6 Action Self Instantaneous V, S, M
 Notes:NecromancyYou gain 2d4 + 4 Temporary Hit Points. Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.
Detect Magic +6 Action or Ritual Self Concentration, up to 10 minutes V, S
 Notes:Divination: For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic. The spell is blocked by 1 foot of stone, dirt, or wood; 1 inch of metal; or a thin sheet of lead.

Class Features



Spellcasting


You have learned how to channel magical energy through objects. See the Player’s Handbook for the rules on spellcasting. The information below details how you use those rules with Artificer spells, which appear in the Artificer Spell List.

Tools Required. You produce your Artificer spells through tools. You can use Thieves’ Tools, Tinker’s Tools, or another kind of Artisan’s Tools with which you have proficiency as a Spellcasting Focus, and you must have one of those focuses in hand when you cast an Artificer spell (meaning the spell has an M component when you cast it).

Cantrips. You know two Artificer cantrips of your choice. Acid Splash and Prestidigitation are recommended.

Whenever you finish a Long Rest, you can replace one of your cantrips from this feature with another Artificer cantrip of your choice.

When you reach Artificer levels 10 and 14, you learn another Artificer cantrip of your choice, as shown in the Cantrips column of the Artificer Features table.

Spell Slots. The Artificer Features table shows how many spell slots you have to cast your level 1+ spells. You regain all expended slots when you finish a Long Rest.

Prepared Spells of Level 1+. You prepare the list of level 1+ spells that are available for you to cast with this feature. To start, choose two level 1 Artificer spells. Cure Wounds and Grease are recommended.

The number of spells on your list increases as you gain Artificer levels, as shown in the Prepared Spells column of the Artificer Features table. Whenever that number increases, choose additional Artificer spells until the number of spells on your list matches the number on the table. The chosen spells must be of a level for which you have spell slots. For example, if you’re a level 5 Artificer, your list of prepared spells can include six Artificer spells of levels 1 and 2 in any combination.

If another Artificer feature gives you spells that you always have prepared, those don’t count against the number of spells you can prepare with this feature, but those spells otherwise count as Artificer spells for you.

Changing Your Prepared Spells. Whenever you finish a Long Rest, you can change your list of prepared spells, replacing any of the spells there with other Artificer spells for which you have spell slots.

Spellcasting Ability. Intelligence is your spellcasting ability for your Artificer spells.

Tinker's Magic


You know the Mending cantrip.

As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list:

Ball Bearings Flask Pouch
Basket Grappling Hook Rope
Bedroll Hunting Trap Sack
Bell Jug Shovel
Blanket Lamp Spikes, Iron
Block and Tackle Manacles String
Bottle, Glass Net Tinderbox
Bucket Oil Torch
Caltrops Paper Vial
Candle Parchment
Crowbar Pole
See the rules for the item in the Player’s Handbook. The item lasts until you finish a Long Rest, at which point it vanishes.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.

Replicate Magic Item


You have learned arcane plans that you use to make magic items.

Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table. Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify.

You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify; your qualification is based on your Artificer level.

Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature.

If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement.

When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know.

You can’t have more magic items from this feature than the number shown in the Magic Items column of the Artificer Features table for your level. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.

Duration. A magic item created by this feature functions as the normal magic item, except its magic isn’t permanent; when you die, the magic item vanishes after 1d4 days. If you replace a plan you know with a new plan, any magic item created with the replaced plan immediately vanishes.

If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.

Spellcasting Focus. You can use any Wand or Weapon created by this feature as a Spellcasting Focus in lieu of using a set of Artisan’s Tools.

Artificer Subclass


You gain an Artificer subclass of your choice. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.
Reanimator

Reanimator Spells


When you reach an Artificer level specified in the Reanimator Spells table, you thereafter always have the listed spells prepared.

Reanimator Spells
Artificer Level Spells
3 False Life, Spare the Dying, Witch Bolt
5 Blindness/Deafness, Enhance Ability
9 Animate Dead, Lightning Bolt
13 Blight, Death Ward
17 Antilife Shell, Raise Dead

Jolt to Life


When you cast Spare the Dying, you can modify the spell so that it sends a jolt of electricity through the target, reviving it. The target regains 1 Hit Point, and each creature in a 10-foot Emanation originating from the target makes a Dexterity saving throw against your spell save DC. On a failed save, the creatures take Lightning damage equal to 1d4 plus half your Artificer level (round up). On a successful save, they take half as much damage.

You can modify the spell this way a number of times equal to your Intelligence modifier, and you regain all expended uses when you finish a Long Rest.

Reanimated Companion


Using Tinker’s Tools or another type of Artisan’s Tools with which you have proficiency, you can take a Magic action to create a Reanimated Companion (see the stat block) through the power of necromancy and science. The companion manifests in an unoccupied space within 5 feet of you. You determine the companion’s appearance; your choices don’t affect the companion’s game statistics.

The companion is Friendly to you and your allies and obeys you. It lasts until you finish a Long Rest or until you take a Magic action to dismiss it early, at which point it harmlessly collapses into a pile of viscera. It immediately drops to 0 Hit Points and dies (triggering its Death Burst trait) if you die.

Once you create a companion, you can’t do so again until you finish a Long Rest or expend a spell slot to create one. You can have only one companion at a time and can’t create one while your companion is present.

The Companion in Combat
In combat, the companion acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the companion acts on its own and isn’t limited to the Dodge action.

Reanimated Companion
Small Undead, Neutral
Armor Class: 10 + your Intelligence modifier
Hit Points: HP 4 + four times your Artificer level (the defender has a number of Hit Dice [d6s] equal to your Artificer level)
Speed: Speed 30 ft.
STR (Mod/Save) DEX (Mod/Save) CON (Mod/Save) INT (Mod/Save) WIS (Mod/Save) CHA (Mod/Save)
14 (+2/+2) 10 (+0/+0) 16 (+3/+3) 4 (−3/-3) 10 (+0/+0) 6 (-2/-2)
Necrotic, Poison
Immunities: Lightning; Charmed, Exhaustion, Poisoned
Senses: Blindsight 60 ft.; Passive Perception 10
Languages: Understands the languages you know
Challenge Rating: None (XP 0; PB equals your Proficiency Bonus)
Traits
Death Burst. The companion explodes when it dies. Dexterity Saving Throw: DC equals your spell save DC, each creature in a 10-foot Emanation originating from the companion. Failure: 2d6 Necrotic damage.
Lightning Absorption. Whenever the companion is subjected to Lightning damage, it regains a number of Hit Points equal to the Lightning damage dealt.
Actions
Dreadful Swipe. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d4 + 2 plus your Intelligence modifier Necrotic damage, and the target can’t take Opportunity Attacks until the start of its next turn.

Species Features


Darkvision


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.

Elven Lineage


You are part of a lineage that grants you supernatural abilities. Choose a lineage from the Elven Lineages table. You gain the level 1 benefit of that lineage.

When you reach character levels 3 and 5, you learn a higher-level spell, as shown on the table. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have of the appropriate level.

Intelligence, Wisdom, or Charisma is your spellcasting ability for the spells you cast with this trait (choose the ability when you select the lineage).

(High Elf)
High Elf You know the Prestidigitation cantrip. Whenever you finish a Long Rest, you can replace that cantrip with a different cantrip from the Wizard spell list. 3rd Level: Detect Magic 5th Level: Misty Step

Fey Ancestry


You have Advantage on saving throws you make to avoid or end the Charmed condition.

Keen Senses


You have proficiency in the Insight, Perception, or Survival skill.

Trance


You don't need to sleep, and magic can't put you to sleep. You can finish a Long Rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.

Deathless Nature


ou have escaped death, a fact represented by the following benefits:
  • You have advantage on saving throws against disease and being poisoned, and you have resistance to poison damage.
  • You have advantage on death saving throws.
  • You don’t need to eat, drink, or breathe.
  • You don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in an inactive, motionless state, during which you retain consciousness.

  • Knowledge from a Past Life


    ou temporarily remember sporadic glimpses of the past, perhaps faded memories from ages ago or a previous life. When you make an ability check that uses a skill, you can roll a d6 and add the number rolled to the check. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.


    Background Features



    Magic Initiate: Wizard


    Two Cantrips. You learn two cantrips of your choice from the Cleric, Druid, or Wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this feat's spells (choose when you select this feat).

    Level 1 Spell. Choose a level 1 spell from the same list you selected for this feat's cantrips. You always have that spell prepared. You can cast it once without a spell slot, and you regain the ability to cast it in that way when you finish a Long Rest. You can also cast the spell using any spell slots you have.

    Spell Change. Whenever you gain a new level, you can replace one of the spells you chose for this feat with a different spell of the same level from the chosen spell list.

    Repeatable. You can take this feat more than once, but you must choose a different spell list each time.

    Features & Traits
    - Studded Leather Armor
  • Quarterstaff
  • Dagger
  • Tinker's Tools
  • Calligrapher's Tools
  • Alchemist's Supplies
  • History Book
  • Robe
  • Caltrops
  • Crowbar
  • Oil (2)
  • Tinderbox
  • Torch
  • Rations (10)
  • Waterskin
  • Glass jar of flesh filled with pickling fluid
  • Parchment
  • Weird Handheld Mirror

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 24, Platinum: 0 Money

    Languages


  • Common
  • Elvish
  • Common Sign Language

  • Weapon Proficencies


  • Simple

  • Armor Proficiencies


  • Light
  • Medium

  • Tool Proficiencies


  • Calligrapher's Tools
  • Thieves' Tools
  • Tinker's Tools
  • Alchemist's Supplies

  • Languages & Proficiencies
    Magic Items List: http://dnd2024.wikidot.com/artificer:main

    Notes


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

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


    Created by

    Yflowz.

    Statblock Type

    Character Sheet (2020)

    Link/Embed