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Kenna Brightspark

1 Level (0/300 XP for level-up) Cloistered Scholar Background Corvum Race / Species / Heritage Chaotic Good Alignment
Artificer
Level 1
Hit Dice: 1/1
1d8+2 Class 1

STR
8
-1
DEX
13
+1
CON
15
+2
INT
17
+3
WIS
12
+1
CHA
9
-1
10
Hit Points
+1
Initiative (DEX)
15
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
11
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
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
-1 Deception CHA
+5 History INT
+1 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Quarter Staff +1 STR 1d6-1 bludgeoning
 Versatile (1d8)
Dagger +3 DEX 1d4+1 piercing
 Finess, Light, Thrown (ranger 20/60)
Light Crossbow +3 DEX 1d8+1 piercing
 Ammunition (range 80/320), loading, two-handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Firebolt Instant 120 feet 1d10 fire V, S
 Notes:You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
Booming Blade 1 round 5ft 1d8 thunder S, M (a melee weapon worth at least 1 sp)
 Notes:You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects and then becomes sheathed in booming energy until the start of your next turn. If the target willingly moves 5 feet or more before then, the target takes 1d8 thunder damage, and the spell ends.

Magical Tinkering


You can invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:



  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.


You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.






Features & Traits

Scalemail Armor (14 + Dex Mod = AC)


20 bolts for your crossbow


Thieves’ tools


Dungeoneer’s pack


A writing kit


A borrowed book on the subject of slimes


10 gp




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

You regain all expended spell slots when you finish a long rest.


You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.


You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.




Spellcasting

Birfolk, Vulpin


Thieves’ tools


Tinker’s tools


Brewer's supplies




Languages & Proficiencies

19 year old Dusk Corvum. She is from Winnowing Reach but is studying at the Avium. Is very interested in the use of slimes in crafting and magic.





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.

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Created by

Kail_Anderson.

Statblock Type

Character Sheet (2020)

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