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Lodestone

5 Level (6500/14000 XP for level-up) Guild Artisan Background Thri-kreen Race / Species / Heritage Chaotic Neutral Alignment
Artificer
Level 5
Hit Dice: 5/5
1d8+1 Class 1

STR
10
+0
DEX
14
+2
CON
12
+1
INT
16
+3
WIS
10
+0
CHA
14
+2
35
Hit Points
+2
Initiative (DEX)
15
Armor Class (AC)
+3
Prof. Bonus
30ft
Speed (walk/run/fly)
20 / 20
Bullets
Spellcasting ...
+6 Attack mod
INT Ability
+3 Abi Mod
14 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+6 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
+5 Deception CHA
+3 History INT
+0 Insight WIS
+2 Intimidation CHA
+6 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+0 Perception WIS
+2 Performance CHA
+8 Persuasion CHA
+3 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Comes In Handy +6 DEX 1d6+1+2 Piercing
 Ammunition (50/100), loading, light, margin of error; 5/20
Dagger +5 DEX 1d4+2 Piercing
 Finesse, light, thrown (20/60)
Attacks

Spell Book

Level 1 Spells 4 slots

NAME AB CAST RNG DUR DMG CMP #

Level 2 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #

Guild Membership


As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers.

You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Features & Traits
Weapons
  • Comes In Handy
  • 2 Daggers

  • Armor
  • Studded Leather Armor

  • Items
  • Smith's tools
  • Thieves' tools
  • Dungeoneer's pack

  • Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Prepared spells: INT mod (+3) + Artificier level rounded down (+2)
    Cantrips Known: 2
  • Fire Bolt
  • Mending
  • 1st Level Spells
  • Cure Wounds
  • Expeditous Retreat
  • Identify
  • 2nd Level Spells
  • Air Bubble
  • Magic Weapon

  • Class Spells (Artillerist)
    3rd Level
  • Shield
  • Thunderwave
  • 5th Level
  • Scorching Ray
  • Shatter

  • Infusions Known: 4
    Infused Items: 2
  • Repeating Shot (Used)
  • Spellcasting
    LANGUAGES
  • Common
  • Elvish
  • Dwarvish

  • PROFICIENCIES
    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, firearms
    Tools: Thieves' tools, tinker's tools, smith's tools, woodcarver's tools

    Languages & Proficiencies
    I'm a snob who looks down on those who can't appreciate fine art.
    I don't part with my money easily and will haggle tirelessly to get the best deal possible.
    I always want to know how things work and what makes people tick.

    Personality Traits
    Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
    Aspiration. I work hard to be the best there is at my craft. (Neutral)

    Ideals
    The workshop where I learned my trade is the most important place in the world to me.
    I owe my guild a great debt for forging me into the person I am today.
    One day I will return to my guild and prove that I am the greatest artisan of them all.

    Bonds
    I'll do anything to get my hands on something rare or priceless.
    I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.

    Flaws


    ™ & © 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

    The statblocks of your class features

    Artificer

    Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilites in objects. They see magic as a complex system waiting to be decoded and then harnessesd in their spells and inventions.

    Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
    hit dice: 1d8 per artificer level
    hit points at 1st level: 8 + CON mod
    hit points at higher levels: 1d8 (or 5) + CON mod per artificer LVL after 1st
    armor proficiencies: Light armor, medium armor, shields
    weapon proficiencies: Simple weapons, firearms
    tools: Thieves' tools, tinker's tools, smith's tools
    saving throws: Constitution, Intelligence
    skills: Sleight of Hand, Investigation
    starting equipment:
    Lode starts with the following equipment:
  • 2 daggers
  • a light crossbow and 20 bolts
  • studded leather armor
  • thieves' tools and a dungeoneer's pack
  • spellcasting:
    class features:

    Magical Tinkering

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

  • The object sheds a 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, and 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 INT mod. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    Infuse Item

    You've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.

    Infusions Known

    When you gain the 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 on 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 the attunement rules in the Dungeon Master's Guide).

    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your INT mod. The infusion also vanishes if you replace your knowledge of the infusion.

    You can infuse moire 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 ends, and then the new infusion applies. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.

    Artificer Specialist

    Choose the type of specialist you are: Alchemist, Armorer, Artillerist, or Battle Smith, each of which is detailed after the class' description. Your choice is grants you features at 5th, 19th, and 15th LVL.

    The Right Tool for the Job

    You've learned how to produce exactly the tool you need: with thieves' tools or artisan'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.

    Ability Score Improvement

    Wheen you reach 4th, 8th, 12th, 16th, and 19th LVL, 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.

    Tool Expertise

    Your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

    Flash of Genius

    You've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30ft of you makes an ability check or a saving throw, you can use your reaction to add your INT mod to the roll.
    You can use this feature a number of times equal to your INT mod. You regain all expended uses when you finish a long rest.

    Magic Item Adept

    You've achieved a profound understanding of how to use and make magic items:
  • You can attune 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 hald as much of the usual gold.

  • Spell-Storing Item

    You can now 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 LVL spell from the artificer spell list that requires 1 action to cast (you don't need to 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 INT mod or until you use this feature again to store a spell in an object.

    Magic Item Savant

    Your skill with magic items deepens:
  • You can attune up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using this magic item.

  • Magic Item Master

    You can now attune to up to six magic items at once.

    Soul of Artifice

    You have developed 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

    I ain't typing this shit. Go read Tasha's page 21.
    subclass options:

    Artillerist

    An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power is valued by armies in the wars on many different worlds. And when war passes, some members of this specialization seek to build a more peaceful world by using their powers to fight the resurgence of strife.

    Artillerist Features LVL 3

    Tool Proficiency

    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

    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.

    Artificer Level - Spell
    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

    You've learned 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 rset or until you expend a spell slto to create one. 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 and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). 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 is 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.

    Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a DEX save against your spell save DC, taking 2d8 fire DMG on a failed save or half as much 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 120 feet of it. On a hit, 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: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 plus your INT mod.

    Artillerist Features LVL 5

    Arcane Firearm

    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.

    Artillerist Features LVL 9

    Explosive Cannon

    Every eldritch cannon you create is now more destructive.
  • The cannon's damage rolls all increase by 1d8.
  • 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 DEX save against your spell save DC, taking 3d8 force DMG on a failed save or half as much on a successful one.

  • Artillerist Features LVL 15

    Fortified Position

    You're a master at forming well-defended emplacements using your 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.
  • LevelProf. BonusClass FeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
    1st+2Magical Tinkering, Spellcasting----22--------
    2nd+2Infuse Item4222--------
    3rd+2Artificer Specialist, The Right Tool for the Job4223--------
    4th+2Ability Score Improvement4223--------
    5th+3Artificer Specialist feature42242------
    6th+3Tool Expertise63242------
    7th+3Flash of Genius63243------
    8th+3Ability Score Improvement63243------
    9th+4Artificer Specialist feature632432----
    10th+4Magic Item Adept843432----
    11th+4Spell-Storing Item843433----
    12th+4Ability Score Improvement843433----
    13th+5--8434331--
    14th+5Magic Item Savant10544331--
    15th+5Artificer Specialist feature10544332--
    16th+5Ability Score Improvement10544332--
    17th+6--105443331
    18th+6Magic Item Master126443331
    19th+6Ability Score Improvement126443332
    20th+6Soul of Artifice126443332

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Thri-kreen

    Shell a vibrant blue, mandibles sharp and compound eyes a gorgeous shade of lavender, Lode believes he's extremely attractive. He could romance any other thri-kreen without a hint of effort, and he could definitely seduce someone of another race. Yeah, if you haven't already noticed, Lode's description was extremely accurate.
    ability score increase: DEX +2, CHA +1
    age: 27
    alignment: Chaotic Neutral
    Size: Medium
    speed: 30ft
    Languages: Common, Elvish
    race features:
    Creature Type. You are a monstrosity.

    Chameleon Carapace. While you aren’t wearing armor, your carapace gives you a base Armor Class of 13 + your Dexterity modifier. As an action, you can change the color of your carapace to match the color and texture of your surroundings, giving you advantage on DEX (Stealth) checks made to hide in those surroundings.

    Darkvision. You can see in dim light within 60 feet of you as if it were bright light and in darkness as if it were dim light. You discern colors in that darkness only as shades of gray.

    Secondary Arms. You have two slightly smaller secondary arms below your primary pair of arms. The secondary arms function like your primary arms, with the following exceptions:
  • You can use a secondary arm to wield a weapon that has the light property, but you can’t use a secondary arm to wield other kinds of weapons.
  • You can’t wield a shield with a secondary arm

  • Sleepless Revitalization. You do not require sleep and can choose to remain conscious during a long rest, though you must still refrain from strenuous activity to gain the benefit of the rest.

    Thri-kreen Telepathy. You have the magical ability to communicate mentally with any number of willing creatures you can see within 120 feet of you. A contacted creature doesn’t need to share a language with you, but it must be able to understand at least one language. Your telepathic link to a creature is broken if you and the creature move more than 120 feet apart, if either of you is incapacitated, or if either of you mentally breaks the contact (no action required).
    Thri-kreen have insectile features and two pairs of arms. Their bodies are encased in protective chitin. They can alter the coloration of this carapace to blend in with their natural surroundings.   Although thri-kreen don’t sleep, they do require periods of inactivity to revitalize themselves. During these periods, they are fully conscious and aware of what’s happening around them.   Thri-kreen speak by clacking their mandibles and waving their antennae, indicating to other thri-kreen what they are thinking and feeling. Other creatures find this method of communication difficult to interpret and impossible to duplicate. To interact with other folk, thri-kreen rely on a form of telepathy.

    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, page 259. Available in the SRD.

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: two lodestones
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as 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.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Level 1 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    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.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    SRD

    Expeditous Retreat

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: VS
    Duration: Concentration, up to 10 minutes
    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
    Available for: Artificer, Sorcerer, Warlock, Wizard

    SRD

    Identify

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: A pearl worth at least 100 gp 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.
    Available for: Artificer, Bard, Wizard

    SRD

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile
    Range/Area: self
    Components: VS
    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.
    Available for: Sorcerer, Wizard

    SRD

    Thunderwave

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (15 foot cube)
    Components: VS
    Duration: instantaneous
    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.
    Available for: Bard, Druid, Sorcerer, Wizard

    Level 2 Spells

    Spelljammer: Adventures in Space

    Air Bubble

    2-level Conjuration

    Casting Time 1 Action
    Range 60ft
    Duration 24 hours
    Components S

    You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

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

    SRD

    Magic Weapon

    2-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: touch
    Components: VS
    Duration: Concentration, up to 1 hour
    You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
    Available for: Artificer, Paladin, Ranger, Sorcerer, Wizard

    SRD

    Scorching Ray

    2-level Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VS
    Duration: instantaneous
    You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
    Available for: Sorcerer, Wizard

    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

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