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serial number B4-R-1962 (B4NNER)

4 Level (0/6500 XP for level-up) Wildspacer Background warforged Race / Species / Heritage lawful neutral Alignment
artificer:Radiologist
Level 4
Hit Dice: 4/4
1d8+2 Class 1

STR
10
+0
DEX
10
+0
CON
14
+2
INT
20
+5
WIS
12
+1
CHA
9
-1
35
Hit Points
+0
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
16
Passive Perception
Spellcasting ...
+7 Attack mod
INT Ability
+5 Abi Mod
15 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+0 Dexterity
+4 Constitution
+7 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+0 Acrobatics DEX
+1 Animal Handling WIS
+5 Arcana INT
+2 Athletics STR
-1 Deception CHA
+7 History INT
+1 Insight WIS
-1 Intimidation CHA
+7 Investigation INT
skills
+3 Medicine WIS
+5 Nature INT
+5 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+5 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
belaying pin (club) +2 STR 1d4 Bludgeoning
 Light, Slow
Attacks

Spell Book

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Ray of Sickness +7 1 action 60 feet Instantaneous 2d8 V, S
 Notes:poison
-Tough-
Your hit point maximum increases by an amount equal to twice your level when you gain this feat. Whenever you gain a level thereafter, your hit point maximum increases by an additional 2 hit points.

-Skill Expert-
You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice by 1, to a maximum of 20.
You gain proficiency in one skill of your choice.
Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn't already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

-Shadow Touched-
Your exposure to the Shadowfell's magic has changed you, granting you the following benefits:
Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

-RADIOLOGIST
Through science one can even harness the fundamental
energy unique to the material plane. These artificers have
control over nuclear energy and how to harness as both
medicinal purposes and for unimaginably destruction.

-TOOLS OF THE TRADE
When you adopt this specialization at 3rd level, you gain
proficiency with smith's tools. If you already have this
proficiency, you gain proficiency with one other type of
artisan's tools of your choice.

-EXPANDED SPELL LIST
Starting at 3rd level, you always have certain spells prepared
after you reach particular levels in this class, as shown in the
Radiologist Spells table. These spells count as artificer spells
for you, but they don't count against the number of artificer
spells you prepare.

-RADIOLOGIST SPELLS
Spell Level Spells
3rd absorb elements, ray of sickness
5th heat metal, scorching ray
9th aura of vitality, gaseous form
13th blight, sickening radiance
17th cloudkill, destructive wave

-HAZMAT SUIT
Also, at 3rd level, you gain proficiency in heavy armour. As an
action, you can turn a Suit of heavy armor you are wearing
into Hazmat Suit, provided you have smith's tools in hand.
While wearing your Hazmat Suit you gain the following
benefits;
. You AC is equal to 10 + your Constitution modifier + your
Intelligence modifier.
. You gain resistance to poison damage
. You are immune to the effects of extreme heat.
The armor continues to be a Hazmat Suite until you don
another suit of armor or you die.

-RADIATION PULSE
Finally, at 3rd level, you can send out a pulse of ionized
radiation. As an action, all creatures within a 30ft line must
make a Constitution saving throw against your spell save DC.
On a failed save, creatures take 1d10 poison and 1d10 fore
damage and become poisoned or half as much on a
successful save.
Additionally, if you hit a wall with your Radiation Pulse you
can see through the wall as long as it is no thicker than 5ft
until the end of your next turn.
You can use this feature a number of times equal to your
Intelligence modifier and regain all uses after finishing a long
rest.

-NUCLEAR MEDICINE
At 5th level, When you cast a spell that deals poison, radiant,
or lightening damage as an action, you can as a bonus action.
choose 1 creature within 15ft of you (including yourself) That
creature regains 1d6 times the spell slot expended hit points.

-OVERCHARGE
At 9th level, you have unlocked the secrets of nuclear fission.
While wearing your Hazmat Suit you can, as an action, imbue a magic item you are touching with energy.
roll 1d4 that item regains charges equal to the number rolled. You can use this
feature once per long rest.
Additionally, When you cast a spell that deals poison, radiant,
or lightening damage you can change the damage type to one
of the other types listed.

-SPLIT THE ATOM
At 15th level, as an action, you can casue an extreamly violent
reaction splitting the very foundation of matter. Each creature
in a 30-foot-radius sphere centered on a point within 60ft of
you must make a Constitution saving throw. A target takes
3d10 poison and 3d10 fire damage on a failed save, or half as
damage and become poisoned or half as much on a
much damage on a successful one. The energy spreads
around corners igniting flammable objects in the area that
aren't being worn or carried. The area remains irradiated for
the next 1d6 rounds and any creature that ends its turn
within the area takes 1d6 poison damage. You can use this
feature once per long rest.

Features & Traits
belaying pin (club)
set of traveler's clothes
grappling hook, 50 feet of hempen rope
Ring Mail heavy armor-hazmat suit
Binoculars-you can make out small details of creatures and objects that are 250 feet or further away, but no further than 600 feet.
Smith's tools

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
-Languages- You can speak, read, and write Common
-tools- Thieves’ tools, tinker’s tools, smith's tools, Cartographer's tools, Navigator's tools, Glassblower's tools
-vehicles (space)

Languages & Proficiencies
B4NNER is 6 foot 8 inches and is 310 pounds. he is what appears to be a warforged made out of sleek blackish metal and what looks like glass where his face is which shows light imitation of what mood they are in

Notes
he was part of a deep wildspacer mining crew up until they ran into a lunar dragon which wrecked the ship killing most of the crew in the process.
B4NNER fearing the reactor would detonate killing him too so he ripped out his power source and shoved the reactor into the newly made space with the last of his power as a means to survive. he only barely made it stable and safe in time before shutting down for an unknown amount of time.
stuck in the wreckage of the old reactor room is where he lays deactivated waiting for a touch to wake him in this unknown world.

B4NNER origin's


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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Level 0 Spells

Basic Rules , pg. 259

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones.

Damage Type: Utility   Saving Throws: None   Description: This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Class(es): Bard, Cleric, Druid, Sorcerer, Wizard, Artificer

Basic Rules, pg. 277

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Damage Type: Healing   Saving Throws: None   Description: You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Class(es): Cleric, Artificer

Level 1 Spells

PHB

Ray of Sickness

1-level Necromancy

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Class(es): Cleric, Sorcerer, Wizard

Ranged Spell Attack 1d8 Poison Damage
Saving ThrowConstitution
ConditionPoisoned

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): DRUID, RANGER, SORCERER, WIZARD, ARTIFICER

Player's Handbook

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V,S,M (a pearl worth 10 gp and an owl feather)

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
 

Class(es): Artificer, Bard, Wizard

Level 2 Spells

Player's Handbook

Invisibility

2-level Illusion

Casting Time 1 action
Range Touch
Duration Concentration, 1 hour
Components V,S,M (an eyelash encased in gum arabic)

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard

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