Gunther Strauss | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Gunther Strauss

Artificer Armorer 5 Class & Level
Guild Artisan Background
Variant Human Race
Chaotic Good Alignment

Strength 10
+0
Dexterity 13
+1
constitution 18
+4
intelligence 18
+4
wisdom 12
+1
charisma 8
-1
Total Hit Dice 8
Hit Die
1d8+4
+3 proficiency bonus
+0 Strength
+1 Dexterity
+7 Constitution
+7 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+4 Arcana
+0 Athletics
-1 Deception
+7 History
+4 Insight
-1 Intimidation
+7 Investigation
+1 Medicine
+7 Nature
+1 Perception
+2 Performance
+1 Persuasion
+4 Religion
+1 Sleight of Hands
+1 Stealth
+1 Survival
skills History, Investigation, Nature, Insight, Persuasion proficiencies

 
20
Armor Class
48
Hit Points
+1
Initiative
40
Speed
WeaponAttackDamage
Handaxe 1d20+4 1d6+3 Slashing
Dagger 1d20+4 1d4+3 Piercing
Thunder Gauntlets (ENHANCED WEAPON) 1d20+7 1d8+5 Thunder
Spell Attack 1d20+7
Attacks
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Tinkers’ tools
Saving Throws: Constitution, Intelligence

Languages: Common, Undercommon, Dwarvish (Belt)
Proficiences
ARTIFICER:

Defensive Field (ProfBonus 3/3)


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CANTRIPS:

Booming Blade
Lightning Lure

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L1:

Cure Wounds
Absorb Elements
Sanctuary
Identify

Hex (FEY)

Magic Missile (ARTIFICER)
Thunderwave (ARTIFICER)



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L2:

Lesser Restoration
Blur

Misty Step (FEY)

Shatter (ARTIFICER)
Mirror Image (ARTIFICER)
Spellcasting
EQUIP:

Splint Armor (GUARDIAN ARMOR)
Thunder Gauntlets (ENHANCED WEAPON)
Shield (ENHANCED DEFENSE)
Belt of Dwarvenkind
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INVENTORY:

Dagger
Handaxe
Tinker's Tools
Thieves' Tools
Traveler's Clothes

Dungeoneer's Pack
• a Backpack
• a Crowbar
• a Hammer
• 10 pitons
• 10 torches
• a Tinderbox
• 10 days of Rations
• a Waterskin
• 50 feet of Hempen rope

Intricate Needle
Cloak of the Bat



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VALUABLES:

40G

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MISC:
Diary from Naaz
Silver Key from Naaz
Arcane Brotherhood record of expeditions
  • Duegar Keep
  • Spire in Easthaven
  • Unnatural cave system
  • Magically Defended North Island



  • Equipment
    I'm full of witty aphorisms and have a proverb for every occasion.
    Personality Traits
    Personality Traits
    Generosity. My talents were given to me so that I could use them to benefit the world.
    Ideals
    The workshop where I learned my trade is the most important place in the world to me.
    Bonds
    I'd rather eat my armor than admit when I'm wrong.
    Flaws
    BACKGROUND:


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    FEATS

    Mobile:
    You are exceptionally speedy and agile. You gain the following benefits:
    Your speed increases by 10 feet.
    When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
    When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

    Fey touched:
    The 1st-level spell must be from the Divination or Enchantment 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.

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    ABILITIES:

    BELT OF DWARVENKIND
  • Darkvision
  • You have advantage on Saving Throws against poison, and you have Resistance against poison damage.

  • Features & Traits

    Heroes Enabled

    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

    Booming Blade

    0-level (Cantrip) Abjuration

    Casting Time 1 Action
    Range 5ft
    Duration 1 Round
    Components V, M
    Materials A weapon

    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and it becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the spell ends.
    At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 thunder damage to the target, and the damage the target takes for moving increases to 2d8 . Both damage rolls increase by 1d8 at 11th level and 17th level.

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

    PHB

    Lightning Lure

    0-level (Cantrip) Evocation

    Casting Time 1 Action
    Range 15ft
    Duration Instantaneous
    Components V

    You create a lash of lightning energy that strikes at one creature of your choice that you can see within range. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
    At higher levels: This spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

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

    Level 1 Spells

    PHB

    Cure Wounds

    1-level Evocation

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

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    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)

    PHB

    Sanctuary

    1-level Abjuration

    Casting Time 1 Bonus Action
    Range 30ft
    Duration 1 Minute
    Components V, S, M
    Materials a small silver mirror

    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.   If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.

    Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

    PHB

    Identify

    1-level Divination

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials a pearl worth at least 100 gp and an owl feathe

    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, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Hex

    1-level Enchantment

    Casting Time 1 Bonus Action
    Range 90ft
    Duration Concentration, up to 1 Hour
    Components V, S, M
    Materials the petrified eye of a newt

    You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A Remove Curse cast on the target ends this spell early.
    At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.

    Class(es): Warlock

    PHB

    Magic Missile

    1-level Evocation

    Casting Time 1 Action
    Range 120ft
    Duration Instantaneous
    Components V, S

    You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4

    Class(es): Sorcerer, Wizard, Cleric (Arcana Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Thunderwave

    1-level Evocation

    Casting Time 1 Action
    Range Self (15ft cube)
    Duration Instantaneous
    Components V, S

    A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.   In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
    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): Bard, Druid, Sorcerer, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    Level 2 Spells

    PHB

    Lesser Restoration

    2-level Abjuration

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

    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

    Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer (Divine Soul), Warlock (The Celestial)

    PHB

    Blur

    2-level Illusion

    Casting Time 1 Action
    Range Self
    Duration Concentration, up to 1 Minute
    Components V

    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

    Class(es): Artificer, Sorcerer, Wizard, Druid (Circle of the Land (Desert)), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

    PHB

    Misty Step

    2-level Conjuration

    Casting Time 1 Bonus Action
    Range Self
    Duration Instantaneous
    Components V

    Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

    Class(es): Sorcerer, Warlock, Wizard, Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Ranger (Horizon Walker), Paladin (Oath of the Ancients), Paladin (Oath of Vengeance), Rogue (Arcane Trickster)

    PHB

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60ft
    Duration Instantaneous
    Components V, S, M
    Materials a chip of mica

    A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

    Class(es): Bard, Sorcerer, Warlock, Wizard, Artificer (Artillerist), Cleric (Tempest Domain), Fighter (Eldritch Knight), Monk (Way of the Four Elements), Rogue (Arcane Trickster)

    PHB

    Mirror Image

    2-level Illusion

    Casting Time 1 Action
    Range Self
    Duration 1 Minute
    Components V, S

    Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

    Class(es): Sorcerer, Warlock, Wizard, Cleric (Trickery Domain), Druid (Circle of the Land (Coast)), Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

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    joshuacwy.

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