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Grecius Lazarus

12 Level (0/120000 XP for level-up) Sage Background Winged Tiefling Variant Race / Species / Heritage Neutral Evil Alignment
Artificer
Level 12
Hit Dice: 1/12
1d8+4 Class 1

STR
14
+2
DEX
14
+2
CON
19
+4
INT
22
+6
WIS
11
+0
CHA
9
-1
111
Hit Points
+2
Initiative (DEX)
20
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
6 / 6
Flash of Genius
Spellcasting ...
+10 Attack mod
INT Ability
+6 Abi Mod
18 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
+2 Strength
+2 Dexterity
+8 Constitution
+10 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+0 Animal Handling WIS
+10 Arcana INT
+2 Athletics STR
-1 Deception CHA
+10 History INT
+0 Insight WIS
-1 Intimidation CHA
+10 Investigation INT
+10 Thieves Tools DEX
+14 Tinkerer's Tools INT
+11 Black Smith's Tools STR
skills
+4 Medicine WIS
+6 Nature INT
+0 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+6 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Magitech Rifle +6 DEX d6+2 Fire
 Range 60/120
Spell Focused Firebolt +10 INT d10 Fire
 Magic, Range 100
Destra Cold +10 INT 3d8 Cold
 range 20
Destra Lightning +6 INT 3d8 Lightning
Attacks

Spell Book

End of Chapter 1 Feat: Lucky
End of Chapter 0 Feat: ASI, +2 Intelligence.
End of Chapter 2 Feat ASI,+1 Intelligence, +1 Constitution
End of Chapter 3 Feat: Infernal Constitution, (+1 Con, Resistance to Cold and Poison)

Arise, My Vanguard
Once per combat, as a bonus action, the user may shroud themselves in their shadows gaining a number of TempHP equal to their HitPointMaximum.
  • While they retain Temporary Hit Points in this manner, all of their Shades are drawn into their attire, lashing out at nearby targets. Instead of acting independently, at any point in the users turn they may perform a single attack. Each shade may make their default attack exactly once (each Pawn is considered a separate entity).
  • While they retain Temporary Hit Points in this manner, all three of their physical attribute scores gain a +2 Enhancement Bonus (this does not stack with other Enhancement Bonuses).
  • While they retain Temporary Hit Points in this manner, they gain +1 bonus to AC and all saving throws.
  • This effect ends once combat ends, or 1 minute passes, whichever comes later, and all Temporary Hit Points are lost.

    Features & Traits
    <strong>Shard of Decimation</strong>

    Wondrous item, requires attunement

    This object is exceptionally sharp and the temperature seems to churn and fluctuate without rhyme or reason, going from scaldingly cold to freezingly hot.

    Embedded into a gauntlet, protruding from the middle knuckles, this shard of metal can be used to cut or stab individuals, making use of its edge to tear apart what it comes into contact with.

    Attack rolls with this gauntlet are 1d20+(StrMod or IntMod), gaining proficiency to-hit if the wielder is a Monk, otherwise trained in martial arts, or is using the Thunder Gauntlets type of Arcane Armor Model. Attacks made in this fashion deal their regular damage with the exception that one successful attack per round may deal a bonus 10d6 force damage. This additional damage is not amplified on a critical strike.

    Destra



    Artificer Weapon (special), Attunement (artificer)

    Base: this weapon possesses the following characteristics:
    1handed, heavy
    Melee (1d10 bludgeoning)
    Ranged ([ProfMod]d8 [element])
    When the wielder makes an attack with this weapon, they must declare whether or not they are using the Melee or Ranged functionality.
    When being used to make a Melee attack, the weapon uses the wielders Strength modifier for to-hit and damage rolls, adding as normal.
    When being used to make a Ranged attack, the weapon uses the wielders Intelligence modifier for to-hit and damage rolls when appropriate. The Ranged attack functions uniquely, in that it possesses a 20/40ft range, but this attack can be replaced with a Blast. Attacks made against targets within 10ft are automatically made at disadvantage (this does not replace or mitigate the natural disadvantage imposed for attacking with a ranged weapon against a target within 5ft per RAW).



    Blast (attack replacer). All targets within a 15ft cone must make a DC* Dexterity Saving Throw, taking [ProfMod]d6 [element] damage, or half on a success.

    Twin Core Rotation: This weapon possesses two magitech cores, one of ice and one of electricity, that are constantly rotating around one another at the shoulder of the apparatus. [element] is equal to either Cold or Lightning, depending on which ‘mode’ Destra is currently in, according to the following information:
    1: Cold
    2: Lightning
    Whenever Destra is used to cause the effect of one crystals element, it rotates to the other, as such when Destra is currently able to use Cold but not Lightning it is in Rotation 1, and while it is able to use Lightning but not Cold it is in Rotation 2.
    (XAL NOTE: For example, if you are a Level 20 Fighter using your Action to make 4 Attacks (thanks Extra Extra Extra Attack!) and replacing them all with Blast, then the first would be dealing Cold damage, the second Lightning, the third Cold, and the fourth Lightning! Alternation occurs when the effect occurs, not just if it hits, so even misses will rotate the cores!)

    Zero Sum Proliferation Protocol: When slaying(or reducing to 0 as per non-lethal activated by at least one party-member going the True-Good route) a non-summon creature in combat, it causes all targets within 5ft to take 1d4 [element] damage. This can self-proc/proliferate.



    HP: [ 80 ] ((ProfMod x Level)x2)
    Speed: [35ft]

    ABILITIES
    STR (12), DEX (11), CON (14), INT (1), WIS (6), CHA (11)
    Proficiency Modifier: ((InventorsProfMod /2)(Rounding Down)+1)
    Saving Throws: [ Strength +3

    Wondrous Item, Special (attunement)
    RoboBuddy takes its initiative the round after the individual attuned to it. It possesses the following statistics, and it is knocked into a state of unconsciousness akin to any other creature. If it is destroyed, it may be repaired using 250gp over a long-rest.




    Location:
    Rank: [Minion], [Medium], [Construct], [True Neutral]

    CORE
    AC: [ 16 ] (12+(ProfMod))




    HP: [ 10 ] 20-45
    Speed: [30ft]

    ABILITIES
    STR (12), DEX (12), CON (12), INT (3), WIS (12), CHA (12)
    Proficiency Modifier: +2
    Saving Throws: [ ]
    Skills: [ ]
    Senses: sight, Passive Perception (11)
    Languages: N/A*
    Resistances:
    Immunities: Necrotic, Poison, Bleed, Psychic
    Vulnerability:
    Movement: 30ft walking


    ACTIONS
    Example Attack (1). Melee Weapon Attack: +3 to hit, 5ft range., Hit: average damage 4 ( 1d6+1) slashing or piercing damage.

    [Shade Fated Duo]

    CORE
    AC: [ 14 ]

    [Shade Pawn]

    Rank: [Mook], [Medium], [???], [Neutral]

    CORE
    AC: [ 12 ] 8-15

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 1750, Platinum: 0 Money
    Dwarvish, Gnomish, Common, Primordial

    Languages & Proficiencies
    Results driven, work focused. Able to rub elbows with the elite, but chooses not to.

    Personality Traits
    Morality matters to the moral, Success matters to the Successful

    Ideals
    An intellectual equal, or a willing confidant makes for great conversation.

    Bonds
    Goal focused; will neglect self-care for success; Often suffers from insomnia induces hallucinations.

    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

    Player's Handbook

    Scale mail

    Armor Common

    Type AC STR Req. Stealth Dis. Properties
    Medium 14 + Dexterity modifier (max. 2) YES

    Cost: 50 gp Weight: 45 lb.


     

    DnD 5e SRD SRD

    Shield

    Shield Common

    A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

    Type AC STR Req. Stealth Dis. Properties
    Shield +2

    Cost: 10 gp Weight: 6 lb


     

    The statblocks of your class features

    Artificer Armorer


    Hit Points

    Hit Dice: d8 per Artificer Armorer level
    Hit Points at first Level: 8 + Constitution Modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st

    Proficiences

    Armor: All light, medium, shields
    Weapons: All simple
    Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand

    Overview & Creation

    Level Prof. Bonus Features Infusions Infused Items Cantrips 1st 2nd 3rd 4th 5th
    1st +2 Magical Tinkering, Spellcasting 2 2
    2nd +2 Infuse Item 4 2 2 2
    3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
    4th +2 Ability Score Improvement 4 2 2 3
    5th +3 Artificer Specialist feature 4 2 2 4 2
    6th +3 Tool Expertise 6 3 2 4 2
    7th +3 Flash of Genius 6 3 2 4 3
    8th +3 Ability Score Improvement 6 3 2 4 3
    9th +4 Artificer Specialist feature 6 3 2 4 3 2
    10th +4 Magic Item Adept 8 4 3 4 3 2
    11th +4 Spell Storing Item 8 4 3 4 3 3
    12th +4 Ability Score Improvement 8 4 3 4 3 3
    13th +5 8 4 3 4 3 3 1
    14th +5 Magic Item Savant 10 5 4 4 3 3 1
    15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
    16th +5 Ability Score Improvement 10 5 4 4 3 3 2
    17th +6 10 5 4 4 3 3 3 1
    18th +6 Magic Item Master 12 6 4 4 3 3 3 1
    19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
    20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

     


    Class Features

    Magical Tinkering

    At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have 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 bestow magic on multiple objects, touching one object each time you use the feature, though a single object can only bear one property 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, you learn four artificer infusions of your choice. 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.  

    Infusing an Item

    Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. 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.   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.  

    Artificer Specialist

    At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.  
    • Alchemist
    • Artillerist
    • Battle Smith
     

    The Right Tool for the Job

    At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  

    Ability Score Improvement

    When you reach 4th level, and again at 8th, 12th, 16th, and 19th 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.  

    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 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 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.  

    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

    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.

     


    Starting Equipment

    • 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 can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


    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 through 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. 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 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.  

    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.   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.


    Subclass Options

    Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities  

    Tools of the Trade

    3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

    Armorer Spells

    3rd-level Armorer feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
    Artificer Level Spell
    3rd Magic Missile, Shield
    5th Mirror Image, Shatter
    9th Hypnotic Pattern, Lightning Bolt
    13th Fire Shield, Invisibility
    15th Passwall, Wall of Force

    Power Armour

    3rd-level Armorer feature Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand.   You gain the following benefits while wearing the power armor:
    • If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
    • You can use the power armor as a spellcasting focus for your artificer spells.
    • The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
    The armor continues to be power armor until you doff it, you don another suit of armor, or you die.  

    Armor Model

    3rd-level Armorer feature You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.   Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
    Guardian You design your armor to be in the frontline of conflict. It has the following features
    Thunder Gauntlets Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
    Defensive Field You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.
    Infiltrator You customize your armor for subtle undertakings. It has the following features:
    Lightning Launcher A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
    Powered Steps Your walking speed increases by 5 feet.
    Second Skin The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.

    Extra Attack

    5th-level Armorer feature You can attack twice, rather than once, whenever you take the Attack action on your turn.  

    Armor Modifications

    9th-level Armorer feature You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.  

    Perfected Armor

    15th-level Armorer feature Your power armor gains additional benefits based on its model, as shown below.   Guardian: Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.   Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

    Artificer Infusions

    Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement.   Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level.   Unless an infusion's description says otherwise, you can't learn an infusion more than once.  

    Boots of the Winding Path

    Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.  

    Enhanced Arcane Focus

    Item: A rod, staff, or wand (requires attunement)   While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.   The bonus increases to +2 when you reach 10th level in this class.  

    Enhanced Defense

    Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 10th level in this class.  

    Enhanced Weapon

    Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.  

    Homunculus Servant

    Prerequisite: 6th-level artificer A gem worth at least 100gp   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.   In combat, the homunculus shares your initiative count, but 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.  

    Radiant Weapon

    Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.  

    Repeating Shot

    Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.   If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.  

    Replicate Magic Item

    Prerequisite: See below   Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells the level you must be in the class to choose an item from the table.   In the tables, an item's entry tells you whether the item requires attunement. See the item's description for more information about it, including the type of object required for its making.  

    2nd-Level Artificer

    Item Attunement
    Alchemy Jug No
    Armblade Yes
    Bag of Holding No
    Cap of Water Breathing No
    Goggles of Night No
    Prosthetic Limb Yes
    Rope of Climbing No
    Sending Stones No
    Wand of Magic Detection No
    Wand of Secrets No

    6th-Level Artificer

    Item Attunement
    Boots of Elvenkind No
    Cloak of Elvenkind Yes
    Cloak of the Manta Ray No
    Eyes of Charming Yes
    Gloves of Thievery No
    Lantern of Revealing No
    Pipes of Haunting No
    Ring of Water Walking No
    Wand Sheath Yes

    10th-Level Artificer

    Item Attunement
    Boots of Striding and Springing Yes
    Boots of the Winterlands Yes
    Bracers of Archery Yes
    Brooch of Shielding Yes
    Cloak of Protection Yes
    Eyes of the Eagle Yes
    Gauntlets of Ogre Power Yes
    Gloves of Missile Snaring Yes
    Gloves of Swimming and Climbing Yes
    Hat of Disguise Yes
    Headband of Intellect Yes
    Helm of Telepathy Yes
    Medallion of Thoughts Yes
    Periapt of Wound Closure Yes
    Pipes of the Sewers Yes
    Quiver of Ehlonna No
    Ring of Jumping Yes
    Ring of Mind Shielding Yes
    Slippers of Spider Climbing Yes
    Ventilating Lungs Yes
    Winged Boots Yes

    14th-Level Artificer

    Item Attunement
    Amulet of Health Yes
    Arcane Propulsion Arm Yes
    Belt of Hill Giant Strength Yes
    Boots of Levitation Yes
    Boots of Speed Yes
    Bracers of Defense Yes
    Cloak of the Bat Yes
    Dimensional Shackles No
    Gem of Seeing Yes
    Horn of Blasting No
    Ring of Free Action Yes
    Ring of Protection Yes
    Ring of the Ram Yes

    Repulsion Shield

    Prerequisite: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  

    Resistant Armor

    Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  

    Returning Weapon

    Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Variant Winged Feral Tiefling

    Ability Score Increase +1 Intelligence +2 Dexterity
    Size Medium
    Speed 30

    Winged Due to your infernal heritage, you have wings that allows you to fly up to your movement speed.   Darkvision Thanks to your infernal heritage, 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.   Hellish Resistance You have resistance to fire damage.

    Languages. You can speak, read, and write Common and Infernal.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    SRD

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    Components V S

    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried.
    At higher levels: This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

    Class(es): Sorcerer, Wizard

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

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

    Level 1 Spells

    Identify

    1-level Divination (ritual)

    Casting Time 1 minute
    Range Touch
    Duration Instantaneous
    Components V S M
    Materials A pearl worth at least 100 gp and an owl feather

    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.   Can be cast as a ritual.

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

    PHB

    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)

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

    Casting Time 1 action
    Range Touch
    Duration Instantaneous
    Components V, S

    A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger

    Basic Rules, pg. 239

    Faerie Fire

    1-level Evocation

    Casting Time 1 Action
    Range 60 ft (20 ft. of cube)
    Duration 1 Minute
    Components V

    Damage Type: Debuff   Attack/Save Throw: DEX Save   Description: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Bard, Druid, Artificer

    PHB

    Longstrider

    1-level Transmutation

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials a pinch of dirt

    You touch a creature. The target's speed increases by 10 feet until the spell ends.
    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.

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

    Player's Handbook

    Grease

    1-level Transmutation

    Casting Time 1 action
    Range 60 feet
    Duration 1 minute
    Components V,S,M (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

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

    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.


     

    DnD 5e

    Smith's Tools

    Artisan Tool Common

    Cost: 20gp Weight: 8lb


     

    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


     

    Created by

    Ravion.

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