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Patches

Artificer 7 Class & Level
Shipwright Background
Gnome (rock) Race
Chaotic Good Alignment

Strength 6
-2
Dexterity 14
+2
constitution 15
+2
intelligence 18
+4
wisdom 6
-2
charisma 6
-2
Total Hit Dice
Hit Die
1d8+2
+3 proficiency bonus
-2 Strength
+2 Dexterity
+5 Constitution
+6 Intelligence
-2 Wisdom
-2 Charisma
saving throws
+2 Acrobatics
-2 Animal Handling
+6 Arcana
-2 Athletics
-2 Deception
+6 History
-2 Insight
-2 Intimidation
+4 Investigation
-2 Medicine
+2 Nature
+0 Perception
-2 Performance
-2 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
-2 Survival
skills Light Armor, Medium Armor, Sheilds, Simple Weapon, Hand Crossbow, Heavy Crossbow, Firearms, Theives tools, Tinker's Tools, Cartographer's Tools proficiencies

 
14
Armor Class
43
Hit Points
+2
Initiative
25
Speed
Gnomish Rifle 1d20+5 1d10+5
Light Hammer 1d20+3 1d4+3
Bismark 1d20+6 2d8
Attacks
Vehicles (Water), Firearms, Gunnery ship(Dex), Artillery Ship (Int)
Proficiences
Cantrips: Create Bonfire, mending
1st Level spells: Grease, Snare, Catapult, Identify, Jump
Spellcasting
Carpenter's Tools, Blank Book, 1 ounce of Ink, Ink Pen, Traveler's Clothes, Leather Pouch, Studded Leather Armor, 5 manacite
Equipment
I love Sketching and designing objects, especially boats
Personality Traits
Make what you need out of whatever is at hand
Ideals
I repair broken things to redeem what's broken in myself
Bonds
I don't know when to throw something away. You never Know when it might be useful again.
Flaws
I'll Patch it!: Provided you have carpenter's tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 × your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.
Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

DnD 5e SRD SRD

Crossbow, heavy

Ranged Weapon Ammunition, Heavy, Loading, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Piercing 100/400 ft Ammunition, Heavy, Loading, Two-Handed

Cost: 50 gp Weight: 18 lb


 

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

DnD 5e SRD

Cartographer's Tools

Tool Varies

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.   Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.   Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.   Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.   Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.   Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.  

Cartographer's Tools

 
Activity DC
Determine a map's age and origin 10
Estimate direction and distance to a landmark 15
Discern that a map is fake 15
Fill in a missing part of a map 20

Cost: 15gp Weight: 6lb


 

DnD 5e SRD SRD

Studded Leather Armor

Light Armor Common

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

Type AC STR Req. Stealth Dis. Properties
Light 12 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

DnD 5e SRD SRD

Light Hammer

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 20/60 ft Light, Thrown

Cost: 2 gp Weight: 2 lb


 

DnD 5e Dungeon Master's Guide

Cap of Water Breathing

Wondrous Item Uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.


 

Edward Wilson through Icygeek (modified)

Assault Rifle

Firearm Ammunition, reload (30 box), automatic, two-handed Rare

This weapon is a military-grade weapon that is used to quickly and efficently dispatch enemies. While there are many different variations of Assault Rifle, what stands it apart from other large-caliber weapons is the automatic feature. Non-miliary variants of this weapon would only have burst fire, at best.   Modes This weapon has 3 modes to select from, Automatic, Semiautomatic, and Single-Fire. You can switch modes with a bonus action. You cannot use any of these modes with multipe attacks except Single Fire.
Automatic - An attack in Automatic mode causes a -5 to your attack roll and uses 5 rounds of ammunition. When you hit in this mode, you may roll the damage dice twice and then rroll half your damage dice again, adding all of the damage together. If you score a critical hit, only apply the critical rules to the first set of dice used to attack.
Semiautomatic - An attack in Semiautomatic mode causes a -2 to your attack roll and uses 2 rounds of ammunition. When you hit in this mode, you may roll half your damage dice again, and add that to your total. If you score a critical hit, only apply the critical rules to the first set of dice used to attack.

Type Damage Damage Range Properties
None 2d8 Piercing 140/700 ft. Ammunition, reload (30 box), automatic, two-handed

Weight: 11 lbs


 

The statblocks of your class features

Artificer


Hit Points

Hit Dice: d4 per Artificer level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Artificer

 

main idea 1

 

main idea 2


 


LevelAttunementsFeatures
1?Nada ahora mismo

Shipwright

Skill Proficiencies History, Perception
Tool Proficiencies Cartographer's tools or vehicles (water)
Equipment a set of well-loved cartographer's tools, a blank book, 1 ounce of ink, an ink pen, a set of traveller's clothes, and a leather pouch with 10gp

Features

I'll Patch It!
Provided you have carpenter’s tools and wood, you can perform repairs on a water vehicle. When you use this ability, you restore a number of hit points to the hull of a water vehicle equal to 5 x your proficiency modifier. A vehicle cannot be patched by you in this way again until after it has been pulled ashore and fully repaired.   Life at Sea Your life at sea and in port has shaped you; you can roll on the following table to determine its impact or choose an element that best fits your character.   d6 Sea’s Influence

  1. Grand Designs. You are working on plans and schematics for a new, very fast ship. You must examine as many different kinds of vessels as possible to help ensure the success of your design.
  2. Solid and Sound. You patched up a war galley and prevented it from sinking. The local navy regards you as a friend.
  3. Favoured. You insisted on thicker planking for a merchant vessel’s hull, which saved it from sinking when it smashed against a reef. You have a standing invitation to visit the merchant’s distant mansion.
  4. Master of Armaments. You specialised in designing and mounting defences for the navy. You easily recognise and determine the quality of such items.
  5. Low Places. You have contacts in the smuggling outfits along the coast; you occasionally repair the criminal’s ships in exchange for coin and favours.
  6. Mysteries of the Deep. You experienced an encounter with a possibility divine being while sailing alone. Work with your DM to determine the secret about the deep waters of the sea that this entity revealed to you.

Suggested Characteristics

Shipwright are resourceful carpenters and designers. They often have a dedicated spot at the local tavern, since shipwrights are invaluable to coastal communities. Some travel with naval fleets and might serve as officers if their temperament suits it. Shipwrights have an affinity for working with their hands and often perform feats of carpentry that others might deem miraculous.

Traits

Roll a d8 1d8 Personality Trait
1
I love talking and being heard more than I like to listen.
2
I’m extremely fond of puzzles.
3
I thrive under pressure.
4
I love sketching and designing objects, especially boats.
5
I’m not afraid of hard work – in fact, I prefer it.
6
A pipe, an ale, and the smell of the sea: paradise.
7
I have an endless supply of cautionary tales related to the sea.
8
I don’t mind getting my hands dirty.

Ideal

Roll a d6 1d6 Ideal
1
Crew. If everyone on deck pitches in, we’ll never sink. (Good)
2
Careful Lines. A ship must be balanced according to the laws of the universe. (Lawful)
3
Invention. Make what you need out of whatever is at hand. (Chaotic)
4
Perfection. To measure a being and find it lacking is the greatest disappointment. (Evil)
5
Reflection. Muddied water always clears in time. (Any)
6
Hope. The horizon at sea holds the greatest promise. (Any)

Bond

Roll a d6 1d6 Bond
1
I must visit all the oceans of the world and behold the ships that sail there.
2
Much of the treasure I claim will be used to enrich my community.
3
I must find a kind of wood rumoured to possess magical qualities.
4
I repair broken things to redeem what’s broken in myself.
5
I will craft a boat capable of sailing through the most dangerous of storms.
6
A kraken destroyed my masterpiece; its teeth shall adorn my hearth.

Flaw

Roll a d6 1d6 Flaw
1
I don’t know when to throw something away. You never know when it might be useful again.
2
I get frustrated to the point of distraction by shoddy craftsmanship.
3
Though I am an excellent crafter, my work tends to look as though it belongs on a ship.
4
I am so obsessed with sketching my ideas for elaborate inventions that I sometimes forget little thing like eating and sleeping.
5
I’m judgemental of those who are not skilled with tools of some kind.
6
I sometimes take things that don’t belong to me, especially if they are very well made.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Gnome

Ability Score Increase +2 Int
Size Small
Speed 25 ft

  • 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 color in darkness, only shades of gray.
  • Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
  • Subrace. There are three main subraces of Gnome: Forest, Rock, and the underground Svirfneblin. Choose one

Languages. Common and Gnomish

Rock Gnome

Ability Score Increase +1 Con
Size Small
Speed 25ft

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.


Artificer’s Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.  

Tinker

You have proficiency with artisan’s 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.

Languages. Common, Gnomish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Xanathar's Guide to Everything

Create Bonfire

0-level (Cantrip) Conjuration

Casting Time 1 action
Range 60 feet
Duration Concentration, Up to 1 minute
Components V, S

You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there.

The bonfire ignites flammable objects in its area that aren’t being worn or carried.


At higher levels: The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Class(es): Druid, Sorcerer, Warlock, Wizard

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

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

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

Level 1 Spells

Grease

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration 1 Minute
Components V, S, M
Materials A bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.   When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Snare

1-level Abjuration

Casting Time 1 Minute
Range Touch
Duration 8 hours
Components V, S, M
Materials 25 feet of rope, which the spell consumes

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

Class(es): Artificer, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

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.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Jump

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

XGE, page 150. Also found in EEPC, page 15.

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

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: 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.

Class(es): Artificer, Sorcerer, Wizard

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


Created by

cyrus mcbaine.

Statblock Type

Character Sheet (Legacy)

Link/Embed