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Nizu Nestrin

5 Level (0/14000 XP for level-up) Hermit Background Forest Gnome Race / Species / Heritage Neutral Good Alignment
Artificer
Level 5
Hit Dice: 5/5
1d8+0 Class 1

STR
10
+0
DEX
13
+1
CON
11
+0
INT
17
+3
WIS
12
+1
CHA
14
+2
28
Hit Points
+1
Initiative (DEX)
11
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
+6 Expertise Bonus
+3 Proficiency Bonus
+0 Strength
+1 Dexterity
+3 Constitution
+6 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+0 Athletics STR
+2 Deception CHA
+6 History INT
+1 Insight WIS
+2 Intimidation CHA
+6 Investigation INT
skills
+4 Medicine WIS
+3 Nature INT
+1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+6 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Extracurriculars and Crafting

Court of Reverie
Construct Coliseum (rip?)
The Codex
 
Attuned Items:
Ring of Mind Shielding
Spellwrought Tattoo
 


ItemProgressCoopRecipient
Amulet of Proof against Detection and Location500/500Hilde
Ring of Mind Shielding500/500Hilde
Ice Cream Bazooka (™)500/500HildeCora
Top Shelf Boots (™)0/500
Winged Boots0/500
Mithral Armor500/500
Boots of Striding and Springing500/500
Gloves of Swimming and Climbing500/500
Robe of Useful Items500/500
Lantern of Revealing500/500
Slippers of Spider Climbing500/500
Wind Fan500/500
Ring of Jumping500/500
Ring of Swimming500/500
Ring of Water Walking500/500
Immovable Rod500/500
Eyes of Charming500/500
Eyes of Minute Seeing500/500
Eyes of the Eagle500/500

Education and Schedule

Lodge

Great Hall

Electives

Arts & Crafts
Add Proficiency: Jeweler's Tools
Magical History
Gain proficiency in Intelligence(History) checks, or advantage on Intelligence(History) checks that involve mages or magic.
Alchemy
Gain proficiency in Alchemists Supplies, and the ability to craft your own potions! (Ingredients for Common and Uncommon potions are supplied by faculty.)
Artifice
Gain the Feat: Artificer Initiate
Gain proficiency in Jeweler's Tools
Add spells Message, Detect Magic
Otherworld Studies
Gain advantage on Intelligence checks involving Fey or the Otherworld.
(in progress)
 
ActivityQuantity/WkTotal
Rest1111
Self Care718
Class523
Homework124
Extracurriculars428
Research432
Socializing234
Tutoring236
Rest/Relaxation238
Crafting442

Features & Traits
Tools:
Alchemist's Supplies, Herbalism Kit, Smith's Tools, Thieves' Tools, Tinker's Tools, Jeweler's Tools

Misc:
backpack, crowbar, hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, a waterskin, hempen rope (50 feet), scroll case, winter blanket, common clothes, 20 bolts

Crafted:
Mithral Armor, Boots of Striding and Springing, Gloves of Swimming and Climbing, Robe of Useful Items, Lantern of Revealing, Slippers of Spider Climbing, Wind Fan, Ring of Jumping, Ring of Swimming, Ring of Water Walking, Immovable Rod, Eyes of Charming, Eyes of Minute Seeing, Eyes of the Eagle

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1560, Platinum: 0 Money
Common, Gnomish, Halfling

Alchemist's Supplies, Herbalism Kit, Smith's Tools, Thieves' Tools, Tinker's Tools, Jeweler's Tools

Fey Touched
+1 Int, Misty Step, Comprehend Languages

Languages & Proficiencies
Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)

Ideals
My isolation gave me great insight into a great evil that only I can destroy.

Bonds
Id risk too much to uncover a lost bit of knowledge.

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

DnD 5e PHB

Scale mail

Armor (Medium)

Common

Type AC STR Req. Stealth Dis.
Medium 14 + Dex modifier (max 2) Yes

Cost: 50gp
Weight: 45 lb

DnD 5e PHB

Crossbow, Light

Weapon

Common

Ammunition, Loading, Two-Handed

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 the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25gp
Weight: 5 lb

The statblocks of your class features

TCE, ERLW

Battle Smith Artificier

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. 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
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st
armor proficiencies: light armor, medium armor, shields
weapon proficiencies: <simple weapons, firearms
tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.
starting equipment:
You start with the following items, plus anything provided by your background.
  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves' tools and a dungeoneer's pack

  • Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
    spellcasting:
    Yes
    class features:
    Optional Rule: Firearm Proficiency   The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.   Magical Tinkering   At 1st level, you learn 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 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.   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 (meaning the spell has an 'M' component when you cast it). 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.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   Infuse Item   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.   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.   The Right Tool for the Job   At 3rd level, you learn 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.   Tool Expertise   Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius   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.   Magic Item Adept   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.   Spell-Storing Item   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.   Magic Item Savant   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.
  •   Magic Item Master   Starting at 18th level, you can attune to up to six magic items at once.   Soul of Artifice   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.
  • subclass options:
    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 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, which uses your proficiency bonus (PB) in several places. 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 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   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. The defender also perishes if you die.   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.
  • Statblocks for your familiars, mounts etc.

    TCE, ERLW

    Steel Defender

    Medium Construct, Unaligned

    Armor Class 15 (natural armor)
    Hit Points 2 + your Intelligence modifier + five times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
    Speed: 40 ft

    STR

    14
    ( +2 )

    DEX

    12
    ( +1 )

    CON

    14
    ( +2 )

    INT

    4
    ( -3 )

    WIS

    10
    ( +0 )

    CHA

    6
    ( -2 )

    Saving Throws Dex +1 plus PB, Con +2 plus PB
    Skills Athletics +2 plus PB, Perception +0 plus PB × 2
    Damage Immunities poison
    Condition Immunities charmed, exhaustion, poisoned
    Senses darkvision 60 ft., passive Perception 10 + (PB × 2)
    Languages understands the languages you speak
    Proficiency Bonus as your proficiency bonus

    Description

    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, which uses your proficiency bonus (PB) in several places. 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 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   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. The defender also perishes if you die.


    Vigilant. The defender can't be surprised.

    Actions

    (Requires Your bonus action)

      Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.     Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.

    Reactions

    Deflect Attack. The defender imposes 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.

    Statblocks for race/species of the character.

    Player's Handbook 2024

    Forest Gnome

    ability score increase:
    age:
    Size: Small
    speed:
    Languages:
    parent race: Gnome
    race features:
    As a forest gnome you have a natural knack for illusions and inherent quickness and stealth.  

    Natural Illusionist

    You know the Minor Illusion cantrip.  

    Speak with small Beasts

    You also always have the Speak with Animals spell prepared. You can cast it without a spell slot a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. You can also use any spell slots you have to cast the spell.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time: 1
    Range/Area: 30
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

    SRD

    Message

    0-level (Cantrip) Transmutation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: VSM
    Materials: a short piece of copper wire, or focus
    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.
    Available for: Artificer, Bard, Sorcerer, Wizard

    Minor Illusion

    0-level (Cantrip) Illusion

    Casting Time: 1
    Range/Area: 30
    You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.   If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.   If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

    Player's Handbook p260

    Misty Step

    2-level Conjuration

    Casting Time: 1 Bonus Action
    Range/Area: Self (30ft)
    Components: V
    Duration: Instantaneous

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

    Available for: Sorcerer, Warlock, Wizard, Circle of the Land (Coast), Oath of the Ancients, Oath of Vengeance, Oath of the Open Sea

    Level 1 Spells

    SRD

    Alarm

    1-level Abjuration

    Casting Time: 1 minute
    Range/Area: 30 feet
    Components: VSM
    Materials: a tiny bell and a piece of fine silver wire, or focus
    Duration: 8 hours
    You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet
    Available for: Artificer, Ranger, Wizard

    Detect Magic

    1-level Divination

    Casting Time: 1
    Range/Area: 30
    Duration: 10min
    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.

    SRD

    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: VM
    Materials: A small feather, or piece of down, or focus
    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.
    Available for: Artificer, Bard, Sorcerer, Wizard

    PHB: P. 250

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, Up to 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.
    Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

    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

    Comprehend Languages

    1-level Divination

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A pinch of soot and salt, or focus
    Duration: 1 hour
    For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn’t decode secret messages in a text or a glyph, such as an arcane sigil, that isn’t part of a written language.
    Available for: Bard, Sorcerer, Warlock, Wizard

    Level 2 Spells

    SRD

    Branding Smiite

    2-level Evocation

    Casting Time: 1 bonus action
    Range/Area: self
    Components: V
    Duration: Concentration, up to 1 minute
    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it’s invisible, and the target sheds dim light in a 5-foot radius and can’t become invisible until the spell ends.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
    Available for: Paladin

    PHB: P. 250

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Concentration, Up to 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.
    Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

    Player's Handbook, SRD, Basic Rules

    Invisibility

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: An eyelash encased in gum arabic
    Duration: Concentration, up to 1 hour
    A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
    At higher levels: 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.
    Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

    SRD

    Rope Trick

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: Powdered corn extract and a twisted loop of parchment, or focus
    Duration: 1 hour
    You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
    The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
    Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
    Available for: Artificer, Wizard

    SRD

    Warding Bond

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: touch
    Components: VSM
    Materials: A pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration
    Duration: 1 hour
    This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
    The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.
    Available for: Cleric, Paladin

    Statblocks for your Trinkets, businesses, building, castles, empires.

    Wand of Secrets

    Wand

    Uncommon

    The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.


    DMG

    Bag of Holding

    Wondrous Item

    Uncommon

    This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.


    If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum of 1 minute), after which time they begin to suffocate.


    Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.


    Weight: 15 lb.


    Created by

    ShaneC.

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