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Mordar

13 Level (0/140000 XP for level-up) Guild Artisan Background Vedalken Race / Species / Heritage Neutral Good Alignment
Artificer
Level 9
Hit Dice: 9/9
1d8+3 Class 1
Fighter
Level 4
Hit Dice: 4/4
1d+3 Class 2

STR
9
-1
DEX
20
+5
CON
17
+3
INT
20
+5
WIS
20
+5
CHA
20
+5
125
Hit Points
+9
Initiative (DEX)
22
Armor Class (AC)
+5
Prof. Bonus
30ft Walk
Speed (walk/run/fly)
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+6 Dexterity
+9 Constitution
+11 Intelligence
+6 Wisdom
+6 Charisma
saving throws
+5 Acrobatics DEX
+5 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+5 Deception CHA
+15 History INT
+10 Insight WIS
+5 Intimidation CHA
+15 Investigation INT
skills
+5 Medicine WIS
+5 Nature INT
+10 Perception WIS
+5 Performance CHA
+10 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+5 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Longbow +17 DEX 1d8+5 piercing
 Ammunition, Heavy, Two-Handed
Crossbow, Heavy +19 DEX 1d10+5 piercing
 Ammunition, Heavy, Loading, Two-Handed
Longsword +1 +16 DEX 1d10+5 slashing (Versatile)
 Versatile
Longsword +1 +16 DEX 1d10+5 slashing (Versatile)
 Versatile
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +10 1 action 120 Instantaneo 2d10 V,S
 Notes:Lanzas una mota de fuego a una criatura u objeto dentro del alcance. Realiza un ataque de hechizo a distancia contra el objetivo. Con un impacto, el objetivo sufre 1d10 de daño por fuego. Un objeto inflamable golpeado por este hechizo se enciende si no se lleva puesto o no se lleva.
Message +10 1 action 120 1 Ronda V,S,C
 Notes:Señalas con el dedo a una criatura dentro del alcance y susurras un mensaje. El objetivo (y solo el objetivo) escucha el mensaje y puede responder en un susurro que solo usted puede escuchar. Puedes lanzar este hechizo a través de objetos sólidos si estás familiarizado con el objetivo y sabes que está más allá de la barrera. Silencio mágico, 1 pie de piedra, 1 pulgada de metal común, una lámina delgada de plomo o 3 pies de madera bloquean el hechizo. El hechizo no tiene que seguir una línea recta y puede viajar libremente por las esquinas a través de aberturas.

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #
Magnify Gravity * +10 1 action 60 1 Ronda 2d8 V,S

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Magnify Gravity * +10 1 action 60 1 Ronda 2d8 + V,S

hoja de poder
:




aprendizaje necesario





En el nivel 3, obtienes competencia con Longsword, Rapier, Hand Ballbow, todos tienen la delicadeza y las propiedades ligeras para ti.
El arma adecuada para el trabajo.
A partir del nivel 3 puedes crear 1 de estas armas y otra en el nivel 15.

Las estadísticas de espada larga serán
armas
costo
dano
Peso
Propiedades
espada larga +1
-
corte 1D8
1 libra
Delicadeza, ligera, versátil (1D10)


En el nivel 9 esta arma se convierte en un +2
En el nivel 15 el daño aumenta 1D8 (2D8 en total) y pasa a ser un +3

Una vez por combatir como parte de tu acción de ataque y si golpeas infligirás un daño de fuerza adicional de +9 en el primer ataque que aterrice, también lanzarás Mind Sliver sobre el objetivo.

ataque adicional





A partir del 5º nivel, puedes atacar dos veces, en lugar de una, cada vez que realices la acción de Atacar en tu turno.


defensa sin armadura



En el 5º nivel, mientras no llevas ninguna armadura, tu Clase de Armadura es igual a 10 + tu modificador de Destreza + tu modificador de Inteligencia. Puedes usar un escudo y aun así obtener este beneficio.

Estilo de Lucha: Tiro al arco



Obtienes una calificación de +2 a las tiradas de ataque que haces con armas a distancia.

segundo aire



Tienes un pozo limitado de resistencia al que puedes recurrir para protegerte del daño. En tu turno, puedes usar una acción adicional para recuperar puntos de golpe igual a 1d10 + tu nivel de luchador. Una vez que utilice esta función, debe terminar un descanso corto o prolongado antes de poder usarla nuevamente.

Features & Traits
-Mochila
  • Ballesta, Pesada
  • Flechas x50
  • Herramientas de Smith
  • Herramientas de tallado en madera.
  • Herramientas de Tinker
  • -Herramientas de ladrones
  • Palanca
  • -Martillo
    -Pitón x10
  • Antorcha x10
  • yesquero
  • Raciones (1 día) x10
  • Odre de agua
  • Cuerda, Cáñamo (50 empanadas)
  • -coraza
  • 500 de oro para los combustibles del barco.
  • -Anillo de Protección

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1000, Platinum: 0 Money
    Competencias de armadura:
    -Armadura ligera
    -Armadura mediana
    -Escudos
    Competencias con armas:
    -Armas simples
    -armas marciales
    Habilidades de herramientas:
    -Herramientas de tallador de madera.
    -Herramientas de Smith
    -Utensilios de cocina
    -Herramientas de ladrones
    -Herramientas de Tinker
    Idiomas:
    -Comun
    -Vedalken
    -Enaño
    -Orco
    -Mágico

    Languages & Proficiencies


    ™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
    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

    Longbow

    Weapon

    Common

    Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
    Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
    Two-Handed. This weapon requires two hands when you attack with it.
    Bow. When you attack a creature with a bow, you gain a bonus to your damage roll equal to your prof. bonus if the target is farther than 30ft away from you.You only gain this benefit if you are proficient with the weapon.
    Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Bow. When you make an attack against a target within 30ft, you can forgo 1 extra attack to gain ADV on the attack and gain additional movement equal to half your speed. On a hit, you don’t provoke Opportunity Attacks from the target until the start of your next turn.
    Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

    Type Damage Damage Range
    Martial Ranged 1d8 Piercing 150/600ft.


    Heavy Crossbow

    Weapon

    Common

    Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
    Aquatic. You do not have DisADV on attacks made using aquatic weapons as a result of being underwater.
    Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
    Reload (1). The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or a Bonus Action to reload. You must have one free hand to reload a weapon.
    Two-Handed. This weapon requires two hands when you attack with it.
    Crossbow. When you attack a creature with a crossbow, you gain a bonus to your damage roll equal to your prof. bonus if the target is within 15ft of you. You only gain this benefit if you are proficient with the weapon.
    Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Crossbow. When you make an attack, you can forgo 1 extra attack to gain ADV on the attack. On a hit, the attack deals 1 extra die of damage.
    Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

    Type Damage Damage Range
    Martial Ranged 2d8 Piercing 100/400ft.


    Longsword

    Weapon

    Common

    Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - this is the damage when the weapon is used with two hands to make a melee attack.
    Sword. Once per turn when you attack a creature with a sword, you gain a bonus to your damage roll equal to your prof. bonus if you’ve damaged the target with an attack since the start of your last turn. You don’t gain this benefit if you attack another target during this time. When you attack an object made of rope, vine, or similar material with a sword, your damage rolls deal maximum damage. You only gain this benefit if you are proficient with the weapon.
    Slashing. On a critical hit, the target gains the Bleeding condition.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Sword. On a hit, you can forgo 1 extra attack to force the target to make a Dex Save. Failure. The target takes 1 extra die of damage from the attack and the target has DisADV on its next attack roll or ability check before the end of your next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Cleave. On a hit, you can forgo 2 extra attacks to make a wide swing with your weapon and choose a target within your reach. You can make a melee weapon attack against that target and up to 2 targets adjacent to it that are also within your reach. Use the same attack and damage roll against all creatures.
    Requires. Two-Handed Weapon
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

    Type Damage Damage Range
    Martial Melee 1d8 / 1d10 Slashing Melee


    D&D 5e Homebrew

    Buckler

    Armor (Shield)

    Common

    Typically a small disc of no more than 2 ft. diameter made of sturdy wood or thin hammered steel that is affixed to the forearm of the shield arm by means of leather strapping and buckles.

    Due to the fact that the shield must be strapped and buckled to one arm, leaving only the other hand to tend to the fastening, to don the shield will take 5 minutes and to doff will take 1 minute.

    The Strength requirement is not indicative of the requirement to hold the shield up but instead the constant drain of lifting, lowering, swiping, and force of parried blows in combat.

    Type AC STR Req. Stealth Dis.
    Shield +1 10 No

    Cost: 10gp
    Weight: 2 lb

    The statblocks of your class features

    Artificer

    hit dice: 1d8
    hit points at 1st level: 8 + Your constitution modifier
    hit points at higher levels: 1d8 (or 5) + Your constitution modifier
    armor proficiencies: Light armor, medium armor, shields
    weapon proficiencies: Simple Weapons
    tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
    saving throws: Constitution, Intelligence
    skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
    starting equipment:
    You start with the following equipment, in addition to
    the equipment granted by your background:
    • any two simple weapons of your choice
    • a light crossbow and 20 bolts
    • your choice of studded leather armor or scale mail
    • thieves' tools and a dungeoneer's pack
    If you forgo this starting equipment, as well as the
    items offered by your background, you start with 5d4 x
    10 gp to buy your equipment.
    spellcasting:
    You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.
    TOOLS REQUIRED
    You produce your artificer spell effects through your tools. You must have a spellcasting focus-specifically thieves' tools or some kind of artisan's tool-in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.   Spell Save DC: 8 + Your intelligence modifier + Your proficiency Modifier Spell Attack Bonus: Your intelligence modifier + Your proficiency Modifier
    class features:
    At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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.
    At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.
    INFUSIONS KNOWN
    When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.
    INFUSING AN ITEM Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.  
    At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.  
    Also at 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  
    When you reach 4th, 8th, 1 2th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  
    Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  
    Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.  
    When you reach 10th level, you achieve a profound understanding of how to use and make magic items: • You can attune to up to four magic items at once. • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  
    At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.  
    At 14th level, your skill with magic items deepens more: You can attune to up to five magic items at once. You ignore all class, race, spell, and level requirements on attuning to or using a magic item.  
    Starting at 18th level, you can attune to up to six magic items at once.  
    At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently attuned to. • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.  
    ARTIFICER INFUSIONS
    Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.
    BOOTS OF THE WINDING PATH
    Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
    ENHANCED ARCANE Focus
    Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
    ENHANCED DEFENSE
    Item: A suit of armor or a shield A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
    ENHANCED WEAPON
    Item: A simple or martial weapon This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
    HOMUNCULUS SERVANT
    Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block. In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.
    RADIANT WEAPON
    Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn.
    REPEATING SHOT
    Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
    REPULSION SHIELD
    Prerequisite: 6th-level artificer Item: A shield (requires attunement) A creature gains a + 1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn.
    RESISTANT ARMOR
    Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement) While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
    RETURNING WEAPON
    Item: A simple or martial weapon with the thrown property This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
    REPLICATE MAGIC ITEM
    Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
    REPLICABLE ITEMS (2ND-LEVEL ARTIFI CER)
    Magic Item, Alchemy jug, Armblade (detail led in chapter 5), Bag of holding, Cap of water breathing, Goggles of night, Prosthetic limb (detail led in chapter 5), Rope of climbing, Sending stones, Wand of magic detection
    REPLICABLE ITEMS (6TH-LEVEL ARTIFICER)
      Boots of elvenkind, Cloak of elvenkind, Cloak of the manta, Eyes of charming, Gloves of thievery, Lantern of revealing, Pipes of haunting, Ring of water walking, Wand sheath (detail led in chapter 5)
    REPLICABLE ITEMS 10th-LEVEL ARTIFICER)
    Magic Item, Boots of striding and springing, Boots of the winter/ands, Bracers of archery, Brooch of shielding, Cloak of protection, Eyes of the eagle, Gauntlets of ogre power, Gloves of missile snaring, Gloves of swimming and climbing, Hat of disguise, Headband of intellect, Helm of telepathy, Medallion of thoughts, Peria pt of wound closure, Pipes of the sewers, Quiver of Ehlonna, Ring of jumping, Ring of mind shielding, Slippers of spider climbing, Ventilating lung (detai led in chapter 5), Winged boots
    REPLICABLE ITEMS (14TH-LEVEL ARTIFICER)
    Magic Item, Amulet of health, Arcane propulsion arm (detailed in chapter 5), Belt of hill giant strength, Boots of levitation, Boots of speed, Bracers of defense, Cloak of the bat, Dimensional shackles, Gem of seeing, Horn of blasting, Ring of free action, Ring of protection, Ring of the ram
    subclass options:
    ARTIFICER SPECIALISTS
    Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.   ALCHEMIST
    An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. TOOL PROFICIENCY
    When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ALCHEMIST SPELLS
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ALCHEMIST SPELLS
    Artificer Level Spell 3rd healing word, ray of sickness 5th flaming sphere, Me/f's acid arrow 9th gaseous form, mass healing word 13th blight, death ward 17th cloudkill, raise dead EXPERIMENTAL ELIXIR
    Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
    EXPERIMENTAL ELIXIR
    d6 Effect
    1 Healing. The drinker regains a number of hit points equal to 2d4 + you r I ntell igence modifier,
    2 Swiftness. The drinker's walking speed increases by 10 feet for l hour,
    3 Resilience. The drinker gains a +l bonus to AC for 10 minutes,
    4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute,
    5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes,
    6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
    ALCHEMICAL SAVANT
    At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
    RESTORATIVE REAGENTS
    Starting at 9th level, you can incorporate restorative reagents into some of your works:
    • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
    • You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
    CHEMICAL MASTERY
    By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
    • You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
    • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.  
    ARTILLERIST
    An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
    TOOL PROFICIENCY
    When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
    ARTILLERIST SPELLS
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
    ARTILLERIST SPELLS
    3rd shield, thunderwave, 5th scorching ray, shatter, 9th fireball, wind wall, 13th ice storm, wall of fire, 17th cone of cold, wall of force,
    ELDRITCH CANNON
    At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
    ELDRITCH CANNONS
    Cannon Activation
    Flamethrower The can non exhales fire in an adjacent 15- foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
    Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 1 20 feet of it. On a h it, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.

    Protector Make a ranged spell attack, originating from the cannon, at one creature or object within 1 20 feet of it. On a h it, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. The cannon emits a burst of positive energy that grants itself and each creature of your choice with in 10 feet of it a n umber of temporary hit points equal to 1d8 + your Intelligence modifier.  
    ARCANE FIREARM
    At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
    EXPLOSIVE CANNON
    Starting at 9th level, every eldritch cannon you create is more destructive: • The cannon's damage rolls all increase by ld8. • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
    FORTIFIED POSITION
    Starting at 1 5th level, you're a master at forming well-defended emplacements using Eldritch Cannon: • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.  
    BATTLE SMITH
    Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
    TOOL PROFICIENCY
    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.
    BATTLE SMITH SPELLS
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
    BATTLE SMITH SPELLS
    Artificer Level Spell, 3rd heroism, shield, 5th branding smite, warding bond, 9th aura of vitality, conjure barrage, 13th aura of purity, fire shield, 17th banishing smite, mass cure wounds
    BATTLE READY
    When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
    STEEL DEFENDER
    By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored. At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Steel defender
    EXTRA ATTACK
    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
    ARCANE JOLT
    At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: • The target takes an extra 2d6 force damage. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
    IMPROVED DEFENDER
    At 15th level, your Arcane jolt and steel defender become more powerful: • The extra damage and the healing of your Arcane jolt both increase to 4d6. • Your steel defender gains a +2 bonus to Armor Class. • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

    Player's Handbook p70

    Fighter

    Level Proficiency Bonus Features
    1st +2 Fighting Style, Second Wind
    2nd +2 Action Surge
    3rd +2 Martial Archetype
    4th +2 Ability Score Improvement, Martial Versatility (optional)
    5th +3 Extra Attack
    6th +3 Ability Score Improvement, Martial Versatility (optional)
    7th +3 Martial Archetype feature
    8th +3 Ability Score Improvement, Martial Versatility (optional)
    9th +4 Indomitable
    10th +4 Martial Archetype feature
    11th +4 Extra Attack (2)
    12th +4 Ability Score Improvement, Martial Versatility (optional)
    13th +5 Indomitable (two uses)
    14th +5 Ability Score Improvement, Martial Versatility (optional)
    15th +5 Martial Archetype feature
    16th +5 Ability Score Improvement, Martial Versatility (optional)
    17th +6 Action Surge (two uses), Indomitable (three uses)
    18th +6 Martial Archetype feature
    19th +6 Ability Score Improvement, Martial Versatility (optional)
    20th +6 Extra Attack (3)
    hit dice: 1d10 per level
    hit points at 1st level: 10 + Constitution modifier
    hit points at higher levels: 1d10 + Constitution modifier per level
    armor proficiencies: Light armor, Medium armor, Heavy armor, Shields
    weapon proficiencies: Simple weapons, Martial weapons
    tools: None
    saving throws: Strength, Constitution
    skills: Choose 2 from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival.
    starting equipment:
    You start with the following equipment, in addition to the equipment granted by your background:
    • (a) chain mail or (b) leather, longbow, and 20 arrows
    • (a) a martial weapon and a shield or (b) two martial
    weapons
    • (a) a light c rossbow and 20 bolts or (b) two handaxes
    • (a) a dungeoneer’s pack or (b) an explorer’s pack
    spellcasting:
    None.

    class features:
    Fighting Style
    You adopt a particular style of fighting as your specialty. Choose one of the following options. You can't take the same Fighting Style option more than once, even if you get to choose again.

    Archery. You gain a +2 bonus to attack rolls you make with ranged weapons.
    Blind Fighting. You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.
    Defense. While you are wearing armor, you gain a +1 bonus to AC.
    Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.
    Great Weapon Fighting. When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
    Interception. When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction.
    Protection. When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.
    Superior Technique. You learn one maneuver of your choice from among those available to the Battle Master archetype. If a maneuver you use requires your target to make a saving throw to resist the maneuver's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice). You gain one superiority die, which is a d6 (this die is added to any superiority dice you have from another source). This die is used to fuel your maneuvers. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest.
    Thrown Weapon Fighting. You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +2 bonus to the damage roll.
    Two-Weapon Fighting. When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.
    Unarmed Fighting. Your unarmed strikes can deal bludgeoning damage equal to 1d6 + your Strength modifier on a hit. If you aren't wielding any weapons or a shield when you make the attack roll, the d6 becomes a d8. At the start of each of your turns, you can deal 1d4 bludgeoning damage to one creature grappled by you.

    Second Wind
    You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
    Once you use this feature, you must finish a short or long rest before you can use it again.

    Action Surge
    Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
    Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.

    Martial Archetype
    At 3rd level, you choose an archetype from the list available that you strive to emulate in your combat styles and techniques. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.

    Martial Versatility (Optional)
    Whenever you reach a level in this class that grants the Ability Score Improvement feature, you can do one of the following, as you shift the focus of your martial practice:
    • Replace a fighting style you know with another fighting style available to fighters.
    • If you know any maneuvers from the Battle Master archetype, you can replace one maneuver you know with a different maneuver.

    Extra Attack
    Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
    The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class.

    Indomitable
    Beginning at 9th level, you can reroll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
    You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
    subclass options:
    Fighter (Rune Knight)

    WiP: Arcane Archer, Battle Master, Cavalier, Champion, Echo Knight, Eldritch Knight, Psi Warrior, Purple Dragon Knight (Banneret), Samurai

    Statblocks for your familiars, mounts etc.

    STEEL DEFENDER

    Medium construct, neutral
    Armor Class: 15
    Hit Points: equal the steel defender's Constitution modifier + your I ntell igence modifier + five times your level in this class
    Speed: 40 ft

    STR

    14 +2

    DEX

    12 +1

    CON

    14 +2

    INT

    4 -3

    WIS

    10 +0

    CHA

    6 -2

    Saving Throws: Dex +3, Con +4
    Skills: Athletics +4, Perception +4
    Damage Immunities: Poison
    Condition Immunities: charmed, exhaustion, poisoned
    Languages: understands the languages you speak

    Might of the Master. The fol lowing numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit poi nts restored by its Repair action (below). Vigilant. The defender can 't be surprised.

    Actions

    Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5 ft., one target you can see. Hit: l d8 + 2 force damage. Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + 2 hit poi nts to itself or to one construct or object within 5 feet of it.

    Reactions

    De.fleet Attack. The defender i mposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

    Pseudodragon CR: 1/4

    Tiny dragon, neutral good
    Armor Class: 13 (Natural Armour
    Hit Points: 7 ( 2d4+2 )
    Speed: 15 ft , fly: 60 ft , swim: 0 ft

    STR

    5 -3

    DEX

    13 +1

    CON

    12 +1

    INT

    10 +0

    WIS

    12 +1

    CHA

    8 -1

    Skills: Perception +3, Stealth +4
    Senses: Blindsight 10 ft., Darkvision 60 ft., Passive Perception 13
    Languages: Understands Common and Draconic but can't speak them
    Challenge Rating: 1/4

    Keen Senses. The pseudodragon has advantage on Wisdom (Perception) checks that rely on sight, hearing, or smell.   Magic Resistance. The pseudodragon has advantage on saving throws against spells and other magical effects.   Limited Telepathy. The pseudodragon can magically communicate simple ideas, emotions, and images telepathically with any creature within 100 feet of it that can understand a language.

    Actions

    Bite. Melee Weapon Attack: 1d20+4 to hit, reach 5 ft., one target. Hit: 4 ( 1d4+2 ) piercing damage.   Sting. Melee Weapon Attack: 1d20+4 , reach 5 ft., one creature. Hit: 4 ( 1d4+2 ) piercing damage, and the target must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. If the saving throw fails by 5 or more, the target falls unconscious for the same duration, or until it takes damage or another creature uses an action to shake it awake.

    Statblocks for race/species of the character.

    Vedalken

    Nothing is perfect. Vedalken not only believe this fact, they rejoice in it. Every imperfection is a chance for improvement, and progress is an endless march toward a state of perfection that can never be reached. This viewpoint leads vedalken to pursue their work with delighted enthusiasm, never deterred by setbacks and excited by every opportunity for improvement.   Vedalken are tall and slender, standing almost a head taller than humans on average but weighing about the same. Their hairless skin comes in a range of shades of blue. Their eyes are darker shades of blue or violet. They lack external ears, their noses are broad and flat.
    Bastion Inventor by Tony Foti
    ability score increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
    age: 200+
    Size: Medium
    speed: 30 ft.
    Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
    race features:
    • Vedalken Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws.
    • Tireless Precision. You are proficient in one of the following skills of your choice: Arcana, History, Investigation, Medicine, Performance, or Sleight of Hand. You are also proficient with one tool of your choice. Whenever you make an ability check with the chosen skill or tool, roll a d4 and add the number rolled to the check's total.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous
    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.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

    PHB

    Message

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S, M
    Materials: a short piece of copper wire
    Duration: 1 round
    You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear. You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

    Level 1 Spells

    EGtW

    Magnify Gravity *

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S
    Duration: 1 round
    The gravity in a 10-foot-radius sphere centered on a point you can see within range increases for a moment. Each creature in the sphere on the turn when you cast the spell must make a Constitution saving throw. On a failed save, a creature takes 2d8 force damage, and its speed is halved until the end of its next turn. On a successful save, a creature takes half as much damage and suffers no reduction to its speed. Until the start of your next turn, any object that isn’t being worn or carried in the sphere requires a successful Strength check against your spell save DC to pick up or move.
    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.

    PHB

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    PHB

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, 1 minute
    A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
    At higher levels:
    When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    PHB

    Feather Fall

    1-level Transmutation

    Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
    Range/Area: 60 feet
    Components: V, M
    Materials: a small feather or piece of down
    Duration: 1 minute
    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

    PHB

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: Touch
    Components: V, S, M
    Materials: a pearl worth at least 100gp and an owl feather
    Duration: Instantaneous
    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.

    PHB

    Detect Magic

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, 10 minutes
    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    XGtE

    Snare

    1-level Abjuration

    Casting Time: 1 minute
    Range/Area: Touch
    Components: S, M
    Materials: 25 feet of rope, which the spell consumes
    Duration: 8 hours
    As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
      The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
      A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
      After the trap is triggered, the spell ends when no creature is restrained by it.

    PHB

    Purify Food and Drink

    1-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: 10 feet
    Components: V, S
    Duration: Instantaneous
    All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

    Player's Handbook p277

    Speak with Animals

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 Action
    Range/Area: Self
    Components: V, S
    Duration: 10 Minutes

    You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion.

    Available for: Bard, Druid, Ranger, Nature Domain, Oath of the Ancients

    Level 2 Spells

    SRD

    Lesser Restoration

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: instantaneous
    You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    PHB

    Enhance Ability

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: fur or a feather from a beast
    Duration: Concentration, 1 hour
    You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
    Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
    Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
    Eagle's Splendor: The target has advantage on Charisma checks.
    Fox's Cunning: The target has advantage on Intelligence checks.
    Owl's Wisdom: The target has advantage on Wisdom checks.
    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.

    PHB

    Vortex Warp

    2-level Conjuration

    Casting Time: 1 accion
    Range/Area: 90 feets
    Components: Vocal,Somatico
    Giras mágicamente el espacio alrededor de otra criatura que puedes ver dentro del alcance. El objetivo debe tener éxito en una tirada de salvación de Constitución (el objetivo puede optar por fallar), o el objetivo es teletransportado a un espacio desocupado de tu elección que puedas ver dentro del alcance. El espacio elegido debe estar en una superficie o en un líquido que pueda soportar el objetivo sin que el objetivo tenga que apretarse.
    At higher levels: En Niveles Superiores. Cuando lanzas este conjuro usando un espacio de conjuro de nivel 3 o superior, el alcance del conjuro aumenta en 30 pies por cada nivel de espacio por encima del segundo.

    SRD

    Shatter

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A chip of mica, or focus
    Duration: instantaneous
    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.
    Available for: Bard, Sorcerer, Warlock, Wizard

    SRD

    Hold Person

    2-level Enchantment

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A small, straight piece of iron, or focus
    Duration: Concentration, up to 1 minute
    Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target on additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them.
    Available for: Bard, Cleric, Druid, Sorcerer, Warlock, Wizard

    Level 3 Spells

    SRD

    Lightning Bolt

    3-level Evocation

    Casting Time: 1 action
    Range/Area: self (100 foot line)
    Components: VSM
    Materials: A bit of fur and a rod of amber, crystal, or glass, or focus
    Duration: instantaneous
    A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
    Available for: Sorcerer, Wizard

    SRD

    Counterspell

    3-level Abjuration

    Casting Time: 1 reaction, which you take when you see a creature within 60 feet of you casting a spell
    Range/Area: 60 feet
    Components: S
    Duration: instantaneous
    You attempt to interrupt a creature in the process of casting a spell. If the creature is casting a spell of 3rd level or lower, its spell fails and has no effect. If it is casting a spell of 4th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a success, the creature’s spell fails and has no effect.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the interrupted spell has no effect if its level is less than or equal to the level of the spell slot you used
    Available for: Sorcerer, Warlock, Wizard

    FToD

    Flame Stride

    3-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: 1 minute
    The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
      When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

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