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Trixis Brassbit

10 Level (0/85000 XP for level-up) Hermit Background Rock Gnome Race / Species / Heritage True Neutral Alignment
Artificer (Battle Smith)
Level 10
Hit Dice: 10/10
1d8+4 Class 1

STR
10
+0
DEX
12
+1
CON
18
+4
INT
19
+4
WIS
11
+0
CHA
8
-1
89
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+4
Prof. Bonus
25
Speed (walk/run/fly)
+8 Expertise Bonus
+4 Proficiency Bonus
+0 Strength
+1 Dexterity
+8 Constitution
+8 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+8 Arcana INT
+0 Athletics STR
-1 Deception CHA
+4 History INT
+0 Insight WIS
-1 Intimidation CHA
+8 Investigation INT
skills
+4 Medicine WIS
+4 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+8 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flintlock Pistol +8 INT 1d10 piercing
 Ammunition (range 30/90), loading
Attacks
Known Infusions:
Mirror of Far-Sight
Item: a mirror

The mirror has 4 charges. As an action a creature holding the mirror may cast one of the following, without consuming spell slots or material components:
(1 charge) Clairvoyance
(2 charges) Arcane Eye
(3 charges) Scrying

Whenever a creature casts any of these spells this way, instead of being able to see or hear what the spell shows it directly, the mirror reflects what that creature would be able to see and reproduces any sounds it would be able to hear through casting that spell.

Intelligence is the creature's spellcasting modifier for any of the spells they cast using the mirror. The mirror regains 1d4 charges daily at dawn.

Vampiric Weapon
Item: a melee weapon

You enchant a weapon to drain the lifeforce from enemies. When the wielder scores a critical hit with this weapon, the target takes an additional 2d6 necrotic damage, so long as the target is not a construct or undead. The wielder gains temporary hit points equal to the extra necrotic damage dealt.

Helm of Awareness
Item: a helmet

While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.

Chameleon Armor
Item: a suit of armor

This armor has 4 charges. While wearing this magical armor the wearer can use an action to expend charges and cast one of the following spells, targeting only themselves: invisibility (2 charges) or greater invisibility (4 charges). This armor regains all expended charges daily at dawn.

Swift Ring
Item: a ring

This ring has 4 charges. Whenever the wearer of this ring takes the attack action, they can expend one of the charges to make one melee or ranged weapon attack as a bonus action. The ring regains 1d4 charges daily at dawn.

Repulsing Gauntlets
Item: a pair of gloves or gauntlets

These magical gauntlets have 4 charges. When the wearer hits a creature with an unarmed strike they can expend 1 charge and force the target to make a Strength saving throw. On a failed save, the creature is knocked back 15 feet. The gauntlets regain all expended charges at dawn.

At 10th level this magic weapon grants a +1 bonus to attack and damage rolls. This bonus increases to +2 at 14th level.

Magic Bomb
Item: A throwable vessel such as a bottle, flask, jar, or urn

You infuse implosive power into an object which you can throw. You are proficient with these bombs.

As an action, you or any creature holding the Magic Bomb can throw it up to 60 feet away. Upon collision with any object or creature the magic bomb detonates affecting all creatures, objects, and structures in 20 foot radius. Each creature in this radius must make a Constitution save taking 2d6 thunder damage and 2d6 force damage and be pulled up to 10 feet towards where the magic bomb landed on a failed save or half as much damage and not pulled on a successful save. Objects & structures take double damage, and objects that aren't being held automatically fail this saving throw and fly to the center of the implosion.

At 10th level the damage increases to 3d6 thunder and 3d6 force.

You make a number of magic bombs equal to half your proficiency bonus rounded up, and at the conclusion of a short rest you can remake 1 magic bomb.

Tactician's Amulet
Item: An amulet or pendant

While wearing this amulet, a creature can choose to use its Intelligence modifier in place of its Dexterity modifier when rolling for initiative.

Homunculus Servant
Item: A gem or crystal worth at least 100 gp

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block, which uses your proficiency bonus (PB) in several places.

In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
https://www.aidedd.org/dnd/monstres ?vo=homunculus-servant

Features & Traits
Infused Items
Homunculus Servant
2 Magic Bombs
Repulsing Gauntlets
Mirror of Far-Sight

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 5, Platinum: 0 Money
- Proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.
  • Casts spells through gloves.
  • Extra attack
  • 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.
  • 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.
  • Extra attack
  • Arcane Jolt
  • 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.

    Notes
    https://5e.tools/bestiary.html#autognome_bam

    Steel Defender Statblock


    ™ & © 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

    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.

    Statblocks for race/species of the character.

    Rock Gnome

    As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.
    ability score increase: Your Intelligence score increases by 2, and your Constitution score increases by 1.
    age: Gnomes mature at the same rate as humans, and most are expected to settle into adult life around the age of 40. They can live to 350 years on average, but it's not too uncommon for them to reach 500 years of age.
    Size: Small
    speed: Your base walking speed is 25 feet.
    Languages: You can read, speak, and write Common and Gnomish.
    parent race: Gnome
    race features:
    Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. 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 can't discern colour in darkness, only shades of grey.   Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.   Artificer's Lore. Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.   Tinker. You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
    • Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
    • Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
    • Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
    • At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.
    Gnomes are between 3 and 4 feet tall and weigh around 40 pounds.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Green-Flame Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: Self (5-foot radius)
    Components: S, M
    Materials: a melee weapon worth at least 1 sp
    Duration: Instantaneous
    You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At higher levels: At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
    Available for: Dark Knight

    Wizards of the Coast, Unearthed Arcana, "One D&D: Expert Classes"

    Guidance

    0-level (Cantrip) Divination

    Casting Time: Reaction
    Range/Area: 30 feet
    Components: Verbal, Somatic
    Duration: Instantaneous
    Damage/Effect: +1d4 to a failed save
    You channel magical insight to the creature who failed the Ability Check. That creature can roll a d4 and add the number rolled to the check, potentially turning it into a success.   Once a creature rolls the die for this Spell, that creature can’t benefit from the Spell again until the creature finishes a Long Rest.
    Available for: Arcane Casters

    Basic Rules, pg. 259

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: Two lodestones
    Attack/Save: None
    Damage/Effect: Utility
    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.
    Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    Level 1 Spells

    Basic Rules, pg. 250

    Heroism

    1-level Enchantment

    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: 1 minute
    Damage/Effect: Buff
    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: Bard, Paladin, Order Domain, Peace Domain, Oath of Glory, Battle Smith

    Basic Rules, pg. 275

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: Verbal, Somatic
    Duration: 1 Round
    Attack/Save: Self
    Damage/Effect: Warding
    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, The Hexblade, Artillerist, Battle Smith

    Xanathar's Guide to Everything

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: Somatic
    Duration: 1 Round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    Catapult

    1-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Dexterity
    Damage/Effect: Any
    Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
    Available for: Sorcerer, Artificer, Wizard

    Players Handbook, pg. 239

    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: 60ft
    Components: Verbal, Material
    Materials: A small feather or piece of down
    Duration: 1 minute
    Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
    Available for: Atrificer, Bard, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Snare

    1-level Abjuration

    Casting Time: 1 minute
    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: 30 feet of cord or rope, which is consumed by the spell
    Duration: Until dispelled or triggered
    Attack/Save: Dexterity saving throw
    Damage/Effect: Prone, Restrained
    While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.   The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained.   The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.
    Available for: Artificer, Druid, Ranger, Wizard

    Level 2 Spells

    Branding Smite

    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 is 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 3 or more spell points, the extra damage increases by 1d6 for each additional point spent over 2.
    Available for: Paladin

    Warding Bond

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: a pair of platinum rings worth at least 50gp each, which you and 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: Paladin

    Arcane Lock

    2-level Abjuration

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: gold dust worth at least 25gp, which the spell consumes
    Duration: Until dispelled
    You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.   You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting Knock on the object suppresses Arcane Lock for 10 minutes.   While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
    Available for: Wizard

    SRD

    Invisibility

    2-level Illusion

    Range/Area: Touch
    Components: Verbal, Somatic, Material
    Materials: an eyelash encased in gum arabic
    Duration: 1 hour
    Attack/Save: None
    Damage/Effect: Invisible
    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.

    Xanathar's Guide to Everything

    Skywrite

    2-level Transmutation

    Ritual - does not require spell slot, takes 10 minutes longer
    Casting Time: 1 action
    Range/Area: Sight
    Components: V,S
    Duration: Concentration, up to 1 day
    You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell’s duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.
    Available for: Bard, Druid, Wizard, Artificer

    Level 3 Spells

    PHB

    Aura of Vitality

    3-level Evocation

    Casting Time: 1 action
    Range/Area: Self (30-foot radius)
    Components: V
    Duration: Concentration, up to 1 minute
    Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

    One DnD Playtest 6

    Conjure Barrage

    3-level Conjuration

    Casting Time: Action
    Range/Area: Self (60-foot cone)
    Components: V, S, M
    Materials: a melee or ranged weapon worth at least 1 CP
    Duration: Instantaneous
    Attack/Save: Dexterity Saving Throw
    Damage/Effect: Force
    You brandish the weapon used to cast the spell and conjure similar spectral weapons (or ammunition appropriate to the weapon) that shoot forward and then disappear. Each creature of your choice that you can see in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 5d8 Force damage on a failed save, or half as much damage on a successfulone.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 for each slot level above 3rd.
    Available for: Ranger

    Haste

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 feet
    Components: V, S, F
    Duration: Concentration, up to 1 minute
    Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.   When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
    Available for: Enchanter, Wizard

    Xanathar's Guide to Everything

    Tiny Servant

    3-level Transmutation

    Casting Time: 1 minute
    Range/Area: Touch
    Components: Verbal, Somatic
    Duration: 8 hours
    You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.   As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.   When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.   Tiny Servant
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
    Available for: Wizard, Artificer

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