+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+2 | Strength | |
+3 | Dexterity | |
+7 | Constitution | |
+9 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+2 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+4 | Insight | WIS | |
+0 | Intimidation | CHA | |
+9 | Investigation | INT |
+0 | Medicine | WIS | |
+9 | Nature | INT | |
+4 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+5 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warforge Thundercaster | +12 | INT | 1d10+1d10+3+5 | piercing | |
| |||||
Cogheart Reunifier | +13 | INT | 1d8+9 | slashing | |
| |||||
Cogheart Reunifier | +13 | INT | 1d10+9 | slashing | |
| |||||
Luminis Aegis | +13 | INT | 1d6+9 | piercing | |
| |||||
Luminis Aegis (V) | +13 | INT | 1d8+9 | piercing | |
| |||||
Needle of Mending | +10 | INT | 1d4+6 | piercing | |
| |||||
Flash of Genius | +5 | INT | |||
Reaction. When you or another creature you can see within 30 ft. 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. | |||||
Unarmed strike | +2 | STR | 1+2 | bludgeoning | |
|
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Weapon
Common
Ammunition, Heavy, Loading, Two-Handed
Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 1d10 | Piercing | 100/400 ft |
Cost: 50gp
Weight: 18 lb
DnD 5e PHB
Weapon
Common
Versatile
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Slashing | 5 ft |
Cost: 15gp
Weight: 3 lb
DnD 5e PHB
Weapon
Common
Finesse, light, thrown
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 ft |
Cost: 2gp
Weight: 1 lb
DnD 5e PHB
Weapon
Common
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 | Bludgeoning | 5 ft |
Cost: 5gp
Weight: 4 lb
Potion
Common
A character who drinks the magical red fluid in this vial regains 2d4+2 hit points.
Weight: 1/2 lb
DnD 5e SRD
Potion Uncommon
When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the options below. 1d10
# | Resistance Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Cost: 100gp
SRD
Potion
Uncommon
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
DnD 5e SRD
Potion Uncommon
When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Weight: 0.5lbs
Wondrous Item
Very Rare
This oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
D&D Beyond
The statblocks of your class features
Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. The Artificer Spell Slots Per Level
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
2nd | +2 | Infuse Item | 3 | 2 | 2 | 2 | - | - | - | - |
3rd | +2 | Artificer Specialist, Tool Expertise | 3 | 2 | 2 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - |
5th | +3 | Arcane Armament | 4 | 2 | 2 | 4 | 2 | - | - | - |
6th | +3 | Artificer Specialist feature | 4 | 3 | 2 | 4 | 2 | - | - | - |
7th | +3 | - | 5 | 3 | 2 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 4 | 3 | - | - | - |
9th | +4 | - | 5 | 3 | 2 | 4 | 3 | 2 | - | - |
10th | +4 | The Right Cantrip for the Job | 5 | 3 | 3 | 4 | 3 | 2 | - | - |
11th | +4 | - | 6 | 4 | 3 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 4 | 3 | 3 | - | - |
13th | +5 | - | 6 | 4 | 3 | 4 | 3 | 3 | 1 | - |
14th | +5 | Artificer Specialist feature | 6 | 4 | 4 | 4 | 3 | 3 | 2 | - |
15th | +5 | - | 7 | 4 | 4 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement | 7 | 4 | 4 | 4 | 3 | 3 | 3 | 1 |
17th | +6 | - | 7 | 4 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Spell-Storing Item | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
Magical Tinkering At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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. 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 two artificer infusions to learn. 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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement. 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. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies. Artificer Specialist At 3rd level, you choose the type of specialist you are: • Alchemist • Artillerist Your choice grants you features at 3rd level and again at 6th and 14th level. Tool Expertise Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool. Ability Score Improvement When you reach 4th level, and again at 8th, 12th, 16th, and 18th 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. Arcane Armament Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack. The Right Cantrip for the Job At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list. Spell-Storing Item When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again. Soul of Artifice At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
You start with the following equipment, In addition to the equipment granted by yourt background:
You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited 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 through various items.
Optional: Firearm Specialist
You gain proficiency with Firearms.
If you roll a misfire on an attack with a firearm, you can use your reaction to roll a d20. If the number rolled is higher than the weapon’s misfire score, the firearm does not misfire. You cannot use this feature of this feat again until you complete a short or long rest.
When you use the Attack action and attack with a one-handed weapon, you can use a bonus action to attack with a loaded firearm with the light property you are holding.
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.
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.
Cantrips
At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.
Spell Slots
The Artificer table shows how many spell slots you have to cast your spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
Preparing and Casting Spells
The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.
You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.
You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.
Spellcasting Ability
Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Ritual Casting
You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.
Alchemist An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals. Artillerist An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms – especially wands – that can be used on the battlefield.
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.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. 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 | Battle Smith Spells |
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 |
Armed with an inventive intellect, a love of magical technology, and an unquenchable energy, you are an enthusiastic participant in the research work of the lzzet League. Though you're likely to begin your career as a mere attendant, you can aspire to become a skilled mage or alchemist, a laboratory supervisor, or even a flamethrower-wielding scorchbringer tasked with defending lzzet laboratories. The Izzet are obsessive, brilliant, inspired, and an unpredictable force of chaos in Ravnica, and you epitomize all of those qualities.
URBAN INFRASTRUCTURE The popular conception of the Izzet League is based on mad inventions, dangerous experiments, and explosive blasts. Much of that perception is accurate, but the league is also involved with mundane tasks of construction and architecture - primarily in crafting the infrastructure that allows Ravnicans to enjoy running water, levitating platforms, and other magical and technological wonders. You have a basic knowledge of the structure of buildings, including the stuff behind the walls. You can also find blueprints of a specific building in order to learn the details of its construction. Such blueprints might provide knowledge of entry points, structural weaknesses, or secret spaces. Your access to such information isn't unlimited. If obtaining or using the information gets you in trouble with the law, the guild can't shield you from the repercussions. IZZET GUILD SPELLS Prerequisite: Spellcasting or Pact Magic class feature For you, the spells on the lzzet Guild Spells table are added to the spell list of your spellcasting class. (If you are a multiclass character with multiple spell lists, these spells are added to all of them.)
Spell Level | Spells |
---|---|
Cantrip | produce flame, shocking grasp |
1st | chaos bolt, create or destroy water, unseen servant |
2st | heat metal, rope trick |
3st | call lightning, elemental weapon, glyph of warding |
4st | conjure minor elementals, divination, Otiluke's resilient sphere |
5st | animate objects, conjure elemental |
Alignment: Usually chaotic, often neutral
Suggested Races: Human, goblin, vedalken
Suggested Classes: Fighter, sorcerer, wizard
You might enjoy playing a character who belongs to the Izzet League for any of the following reasons:
• You like to make things happen and don't care about the consequences.
• You're drawn to wild magic and dangerous explosions.
• You want to be an innovative genius.
• You relish the madcap high jinks of goblins.
d8 | Personality Traits |
---|---|
1 | I have a hard time staying focused on ... oh, and my brain tends to jump from one ... did I mention focus? |
2 | I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is! |
3 | It's not magic -or anything, really -if you do it only halfway. Whatever I do, I give it all I've got. |
4 | I do what my gut tells me. |
5 | Life's an experiment, and I can't wait to see what happens. |
6 | I pepper my speech with the incomprehensible jargon of my trade, like mizzium droplets inserted into a weird-field suspension. |
7 | Great ideas are fine, but great results are what counts. |
8 | If you can guess what I'm about to do, that means I've run out of imagination. |
d6 | Ideals |
---|---|
1 | Guild. My guild is all that really matters. (Any) |
2 | Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic) |
3 | Discovery. Every experiment has the potential to reveal more secrets of the multiverse. (Any) |
4 | Science. A rigorous application of logical principles and protocols will lead us toward progress more surely than any belief system. (Lawful) |
5 | Fun. I love my job! Despite the dangerous working conditions, there's nothing I'd rather do. (Chaotic) |
6 | Power. Some day I'll find or create the magic that will make me the most powerful being in Ravnica. (Evil) |
d6 | Bond |
---|---|
1 | I have dedicated my life to finding a solution to a scientific problem. |
2 | I'll never forget the laboratory where I learned my skills, or the other attendants who learned alongside me. |
3 | I'm convinced it was sabotage that destroyed my first laboratory and killed many of my friends, and I seek revenge against whoever did it. |
4 | I have the schematics for an invention that I hope to build one day, once I have the necessary resources. |
5 | A fellow student and I are racing to solve the same scientific puzzle. |
6 | I would do anything the guildmaster told me to do |
d6 | Flaws |
---|---|
1 | If there's a plan, I'll probably forget it. If I don't forget it, I'll probably ignore it. |
2 | I get bored easily, and if nothing is happening I'll make something happen. |
3 | Nothing is ever simple, and if it seems simple, I'll find a way to make it complicated. |
4 | I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety. |
5 | I'm convinced there's not a soul in Ravnica, except maybe the great Niv-Mizzet, who can match my boundless intellect. |
6 | I'm incapable of admitting a flaw in my logic. |
Statblocks for your familiars, mounts etc.
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+3 | Strength | |
+5 | Dexterity | |
+6 | Constitution | |
-3 | Intelligence | |
+0 | Wisdom | |
-2 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
-3 | Arcana | INT | |
+7 | Athletics | STR | |
-2 | Deception | CHA | |
-3 | History | INT | |
+0 | Insight | WIS | |
-2 | Intimidation | CHA | |
-3 | Investigation | INT |
+0 | Medicine | WIS | |
-3 | Nature | INT | |
+8 | Perception | WIS | |
-2 | Performance | CHA | |
-2 | Persuasion | CHA | |
-3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Force-Empowered Rend (AB) | +9 | INT | |||
Melee Weapon Attack: Vault's spell attack modifier to hit, reach 5 ft., one target Vault can see. Can trigger as a reaction to Vault doing acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder damage on their turn. | |||||
Force-Empowered Rend (Dmg) | +0 | INT | 1d8+4 | force | |
Hit: 1d8 + proficiency bonus (min = 1d6+4 , max = 1d10+4 ). Increases at level 13. If used as a reaction, replace damage type with Vault's triggering damage type (acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder). | |||||
Precise Crossbow Heavy crossbow +1. | +6 | DEX | 1d10+1+1 | piercing | |
Ammunition (range 100/400), heavy, loading, two-handed, magical With this weapon, you can fire up to two bolts at once and hit up to two targets, that are within 10 ft. of each other (multi-shot). If the first bolt hits, use d20+2 as the attack roll for the second bolt. As a bonus action or as a ready action, you may spend extra time focusing on a target within the sight. When doing this, you have advantage on ranged attack rolls against the target for the next action with this weapon and you deal 2d6 additional piercing damage on hit (for multi-shot ability, apply damage only to the first bolt that hits). | |||||
Parry Blade (shortsword +1 & enhanced +1) | +9 | STR | 1d6+2+3 | piercing | |
Finesse, light, min = 1d4+2+3 , max = 1d8+2+3 For every successful attack, you can hit with two attacks, or replace one of these attacks with the ‘Help’ action to do any of the following:
Additionally, before you make a melee attack, you can choose to take a -5 penalty to the attack roll. If the attack hits, add 10 to any damage rolls. | |||||
Handaxe | +7 | STR | 1d6+3 | slashing | |
Light, range (20/60), thrown, min = 1d4+2 , max = 1d8+2 | |||||
Unarmed strike | +3 | STR | 1+3 | bludgeoning | |
Basic attack, max = 1d4+2 |
Statblocks for race/species of the character.
http://dnd5e.wikidot.com/warforged
Statblocks for companions, followers and other allies.
+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+7 | Constitution | |
+3 | Intelligence | |
+3 | Wisdom | |
+10 | Charisma |
+1 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+0 | Athletics | STR | |
+9 | Deception | CHA | |
+5 | History | INT | |
+2 | Insight | WIS | |
+5 | Intimidation | CHA | |
+2 | Investigation | INT | |
+6 | Nature Feywild flora or fauna (adv) | INT | |
+6 | Arcana Feywild magic (adv) | INT |
+2 | Medicine | WIS | |
+2 | Nature | INT | |
+2 | Perception | WIS | |
+5 | Performance | CHA | |
+13 | Persuasion | CHA | |
+5 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Breath Weapon | +0 | CON | 2d10+4 | force | |
An exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw against your Constitution (DC 15 = 8 + your Constitution modifier + your proficiency bonus). On a successful save, it takes half damage. Can be used a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. +Chr modifier from Elemental Affinity (agreed with DM). Proficiency increases at lvl 13, DMG increases at lvl 11. | |||||
Dragon Wing (Light Crossbow) | +8 | DEX | 1d8+3+1 | piercing | |
The Dragon Wing is a masterpiece of artistry and enchantment, meticulously fashioned to echo the expansive wings of a dragon. Its contours mirror the grace and potency inherent in these legendary creatures. Each detail of its craftsmanship has been meticulously considered, an homage to the esteemed draconic heritage that serves as the wellspring of its magic. When wielded by a creature with a dragon ancestry, the Dragon Wing Crossbow becomes a conduit for their innate power, shifting its colour to harmonise with their origin. It also imbues any bolts it fires, or creates, with this resonant energy, infusing them with the very essence of their lineage. The crossbow evolves from a mere weapon into a representation of the bearer's connection to the might and mystique of dragons. Abilities/Features:
| |||||
Staff of Striking | +7 | STR | 1d6+3 | bludgeoning | |
Versatile, magical, The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | |||||
Staff of Striking (V) | +7 | STR | 1d8+3 | bludgeoning | |
Versatile, magical, The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. | |||||
Codex Spy Blade (Dagger) | +5 | STR | 1d4+1 | piercing | |
Designed with the intent to thrive within libraries, archives, and realms of knowledge, the Codex Spy Blade serves as a hidden ally for those who tread the path of espionage. It embodies the subtlety and sophistication required to navigate the shadows and extract secrets from the most guarded of places. The blade of the Codex Spy Blade is a work of precision, forged from the finest steel and honed to the delicate thickness of a single sheet of parchment. Its compact length makes it a masterful tool for delicate tasks, while the hilt showcases intricate detailing that bears testament to the artisan's skill. At the hilt's termination, a brilliant blue gemstone is nestled within the pommel, its multifaceted surface capturing and reflecting ambient light in an enchanting dance of colours. The gem's radiant azure hue evokes images of serene waters, lending an aura of elegance to the overall design. With the intent to disguise itself as a letter opener, the blade's finely honed edge serves equally well as a dagger, ready to address any need that arises. The leather sheathe, designed to resemble the spine of a tome, adds a final touch of sophistication to the artefact. Its sleek, refined lines make for effortless concealment and portability, while the juxtaposition of form and function embodies the very essence of the Codex Spy Blade. Abilities/Features:
| |||||
Unarmed strike | +0 | STR | 1 | bludgeoning | |
Basic attack |
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.