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Sagira Blaire

8 Level (0/48000 XP for level-up) Scientist Background High Elf Race / Species / Heritage Chaotic Evil Alignment
Artificer
Level 8
Hit Dice: 8/8
1d8+2 Class 1

STR
12
+1
DEX
16
+3
CON
14
+2
INT
18
+4
WIS
12
+1
CHA
14
+2
73
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+3
Prof. Bonus
30
Speed (walk/run/fly)
46 / 46
Steel Defender HP
13 / 13
Homunculus HP
4 / 4
Flash of Genius
Spellcasting ...
+7 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Strength
+3 Dexterity
+5 Constitution
+7 Intelligence
+1 Wisdom
+2 Charisma
saving throws
+3 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+1 Athletics STR
+2 Deception CHA
+4 History INT
+1 Insight WIS
+2 Intimidation CHA
+4 Investigation INT
+8 Light Crossbow w/Repeating Shot INT
+8 Dagger w/ Returning Weapon INT
+8 Sling w/ Returning Shot INT
skills
+4 Medicine WIS
+7 Nature INT
+4 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+4 Religion INT
+6 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Crossbow, light (Repeating Shot) +7 INT 1d8+5 piercing
 Loading, Range, Two-Handed 80/320
Crossbow, light (No Repeating Shot +6 DEX 1d8+3+3 piecing
 Loading, Range, Two-Handed 80/320
Dagger ( Returning Weapon) +7 INT 1d4+5 piercing
 Finesse, ligh⁠t, thrown (range 20/60)
Dagger (No Returning Weapon +6 DEX 1d4+3+3 piercing
 Finesse, ligh⁠t, thrown (range 20/60)
Sling (Repeating Shot) +7 INT 1d4+5 bludgeoning
 Ammunition (range 30/120)
Sling (No Repeating Shot) +6 DEX 1d4+3+3 bludgeoning
 Ammunition (range 30/120)
Attacks

Spell Book

Infusions Known:
Homunculus Servant
Enhanced Defense
Repeating Shot
Replicate Boots of Elvenkind
Repulsion Shield
Returning Weapon

Features & Traits
Acid
Book
Bottle, glass
Clothes, common
Crossbow bolt x20
Dungeoneer's Pack
Ink
Ink pen
Oil
Pouch
Studded
Thieves' Tools
Vial

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
Prepare 8 spells (not including subclass spells)
Spellcasting
Tool Proficiencies: Smith's Tools; Thieves' Tools; Tinker's Tools

Weapon Proficiencies: Martial; Simple

Armor Proficiencies: Light; Medium; Shields

Language Proficiencies: Celestial; Common; Draconic; Elvish; Infernal

Languages & Proficiencies
Infusions Known: 6
Infusions Active: 3

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.07, made by Tillerz - Updated: 2023-05-29
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

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

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Sling

Ranged Weapon Ammunition Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 30/120 ft Ammunition

Cost: 1 sp


 

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


 

Dungeoneer's Pack

Adventuring Gear

Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12gp
Weight: 61 1/2lbs

The statblocks of your class features

Artificer Subclass: Battle Smith


Hit Points

Hit Dice: d8 per Artificer Subclass: Battle Smith level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.


Class Features

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.

Battle Smith Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells
Artificer Level Battle Smith Spells
3rd Heroism, Shield
5th Branding Smite, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds

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. 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 Steel Defender shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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.   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 torevive 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.

Steel Defender

Medium construct, neutral

Armor Class 15 (natural armor)
Hit Points equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
Speed
40 ft.
STR
14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (−4) WIS 10 (+0) CHA 6 (−2)
Saving Throws Dex +3, Con +4
Skills
Athletics +4, Perception +4
Damage Immunities
poison
Condition Immunities
charmed, exhaustion, poisoned
Senses
darkvision 60 ft., passive Perception 14
Languages
understands the languages you speak

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above (and the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).

Vigilant. The defender can't be surprised.

Actions (Require Your Bonus Action)

Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage.

Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

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.

Tasha's Cauldron of Everything

Artificer

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.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
hit dice: 1d8
hit points at 1st level: 8+ Constitution Modifier
hit points at higher levels: 1d8 + Constitution Modifier per Level After 1st
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons
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, Sleight of Hand.
starting equipment:
You start with the following equipment, in addition to the equipment granted by your background:

  • Any two simple weapons

  • A light crossbow and 20 bolts

  • (a) Studded leather armor or (b) Scale mail

  • Thieves’ tools and a dungeoneer’s pack


spellcasting:
You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and 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 the equipment chapter 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.   Cantrips (0-Level Spells) At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.   Preparing and Casting Spells The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a lst-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent 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.
class features:
Optional Rule: Firearm Proficiency The secrets of gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in 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've learned 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.   Infuse Item At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.   Infusions Known When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.   Infusing an Item Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   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 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've learned 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.   Ability Score Improvement When you reach 4th level, 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 At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius At 7th level, you've gained 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 can now 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 lst- 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 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 out-right, 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:
At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level:
  • Specialty
  • Alchemist
  • Armorer
  • Artillerist
  • Battle Smith
The ArtificerSpell Slots per Spell Level
LevelProficiency BonusAbilitiesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1+2Magical Tinkering, Spellcasting--22----
2+2Infuse Item4222----
3+2Artificer Specialist, The Right Tool for the Job4223----
4+2Ability Score Improvement4223----
5+3Artificer Specialist Feature42242---
6+3Tool Expertise63242---
7+3Flash of Genius63243---
8+3Ability Score Improvement63243---
9+4Artificer Specialist Feature632432--
10+4Magic Item Adept843432--
11+4Spell-Storing Item843433--
12+4Ability Score Improvement843433--
13+5-8434331-
14+5Magic Item Savant10544331-
15+5Artificer Specialist Feature10544332-
16+5Ability Score Improvement10544332-
17+6-105443331
18+6Magic Item Master126443331
19+6Ability Score Improvement126443332
20+6Soul of Artifice126443332

Artificer Infusions


Hit Points

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

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each infusion tells you the type of item that can receive it. The description also tells you if 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 the infusion more than once.


Class Features

Boots of the Winding Path Prerequisite: 4th-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 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 12th 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 12th 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.   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.   Many-Handed Pouch Prerequisite: 4th-level artificer Item: 2-5 pouches The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.   If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.   Radiant Weapon Prerequisite: 8th-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.   As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.   Resistant Armor Prerequisite: 8th-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.       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. If a table has a level in its title, you must be of at least that level in this 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 in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.   Replicable Magic Items

Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Cloak of the manta Ray No
Goggles of night No
Lantern of revealing No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
  Replicable Magic Items (12th Level Artificer)
Magic Item Attunement
Boots of elvenkind No
Boots of striding and springing Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of elvenkind Yes
Cloak of protection Yes
Eyes of charming Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Gloves of thievery No
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy  Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of haunting No
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of mind shielding Yes
Ring of water walking No
Slippers of spider climbing Yes
Winged Boots Yes
Replicable Magic Items (16th Level Artificer)
Magic Item Attunement
Amulet of health 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
 
 

Scientist

Skill Proficiencies Arcana, Medicine
Languages Two of your choice
Equipment An insignia, a set of commoner's clothes, a book of research notes, an ink pen, a bottle of squid ink, a flask of oil (made from blubber), a vial of acid (derived from digestive juices), a vial of fish scales, a vial of seaweed, a vial of jellyfish stingers, a glass bottle of unidentified slime, and a pouch containing 10gp

Features

Researcher When you attempt to learn or recall a magical or scientific fact, if you don't know that information, you know where and from whom you can obtain it.   Knowing where the information can be found doesn't automatically enable you to learn it; you might need to offer bribes, favors, or other incentives to induce people to reveal their secrets. Your DM might rule that the knowledge you seek is secreted away in an inaccessible place, or that it simply can't be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.   Cantrip Acid Splash, Druidcraft 1st Detect Poison and Disease, Expeditious Retreat, Jump 2nd Alter Self, Enhance Ability, Enlarge/Reduce 3rd Gaseous Form, Water Breathing, Wind Wall 4th Freedom of Movement, Polymorph 5th Creation

Statblocks for your familiars, mounts etc.

Steel Defender

Medium construct, neutral
Armor Class 15 (Natural Armor)
Hit Points 46
Speed 40ft

STR
14 +2
DEX
12 +1
CON
14 +2
INT
4 -3
WIS
10 0
CHA
6 -2

Saving Throws Dex 1d20+5 , Con 1d20+6
Skills Athletics 1d20+6 , Perception 1d20+6
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Senses darkvision 60 ft., passive Perception 16
Languages understands the languages you speak
Challenge N/A


Vigilant: The defender can't be surprised.   Hitpoints. 2 + your Intelligence modifier + five times your artificer level


Actions

Force-Empowered Rend: Melee weapon attack. 1d20+7 to hit, reach 5ft., one target you can see. Hit: 1d8+4 force damage. Repair (3/day): The magical mechanisms inside the defender restore 2d8+3 hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.


 

Homunculus

Tiny construct, neutral
Armor Class 13 (natural armor)
Hit Points 13
Speed 20ft Fly: 30ft

STR
4 -3
DEX
15 +2
CON
12 +1
INT
10 0
WIS
10 0
CHA
7 -2

Saving Throws Dex 1d20+6
Skills Perception 1d20+6 , Stealth 1d20+6
Damage Immunities Poison
Condition Immunities Exhaustion, Poisoned
Senses Darkvision 60 ft, Passive Perception 16
Languages Understands the languages of its creator
Challenge -


Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.


Actions

Force Strike. Ranged Weapon Attack: 1d20+7 , range 30 ft., one target you can see. Hit: 1d4+3 force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.


 

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.

Statblocks for race/species of the character.

High Elf

ability score increase: Dexterity +2, Intelligence +1
age: Mature around 80-100 years, living around 1200 years
Size: Medium
speed: 30'
Languages: Common, Elvish, + 1 additional language
race features:
Darkvision. Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60' 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.

Keen Senses. You have proficiency in the Perception skill.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.

Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.

Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence is your spellcasting ability for it.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Firebolt

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
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 1d20+7 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): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V S

You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.

Class(es): Cleric

PHB

Toll the Dead

0-level (Cantrip) Necromancy

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
At higher levels: The spell's damage increases by one die when you reach 5th level ( 2d8 or 2d12 ), 11th level ( 3d8 or 3d12 ), and 17th level ( 4d8 or 4d12 ).

Class(es): Cleric, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcerer (Divine Soul)

Level 1 Spells

PHB

Heroism

1-level Enchantment

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

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.

Class(es): Bard, Paladin, Artificer (Battle Smith)

Shield

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components V, S

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.   * - which you take when you are hit by an attack or targeted by the magic missile spell

Class(es): Magic Ablity

PHB pg 231

Detect Poison and Disease

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration Concentration, Up to 10 minutes
Components VSM
Materials A yew leaf

For the duration, you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you. You also identify the kind of poison, poisonous creature, or disease in each case. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

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

PHB

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

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.

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

PHB

Alarm

1-level Abjuration (ritual)

Casting Time 1 Minute
Range 30ft
Duration 8 hours
Components V, S, M
Materials a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.

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

Level 2 Spells

PHB: P. 287

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 50 gp 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: Artificer (Battlesmith), Cleric

Player's Handbook

Heat Metal

1-level Transmutation

Range/Area: 60 feet
Components: V S M
Materials: A piece of iron and a flame
Duration: Concentration, Concentration, Up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.
Available for: Bard, Druid

PHB: P. 254

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: an eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Basic Rules

Lesser Restoration

2-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Instantaneous
You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Life Domain, Oath of Devotion

PHB: P. 255

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration: Concentration, Concentration, up to 10 minutes
One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected. The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.   When the spell ends, the target floats gently to the ground if it is still aloft.
Available for: Artificer, Sorcerer, Wizard

Basic Rules

Magic Mouth

2-level Illusion

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: 30ft
Components: Verbal, Somatic, Material
Materials: A small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes
Duration: Until Dispelled
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
    When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
  The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
Available for: Artificer, Bard, Wizard

Basic Rules

Magic Weapon

2-level Transmutation

Casting Time: 1 Bonus Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: Concentration, 1 Hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Available for: Artificer, Paladin, Ranger, Sorcerer, Wizard, Arcana Domain, Forge Domain, Oath of Glory, War Domain

Basic Rules

Protection From Poison

2-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: Verbal, Somatic
Duration: 1 Hour
You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random.
    For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.
Available for: Artificer, Cleric, Druid, Paladin, Ranger

Elemental Evil Player's Companion

Pyrotechnics

2-level Transmutation

Casting Time: 1 Action
Range/Area: 60ft (5ft Cube)
Components: Verbal, Somatic
Duration: Instantaneous
Choose an area of nonmagical flame that you can see and that fits within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
    Fireworks. The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
  Smoke. Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.
Available for: Artificer, Bard, Sorcerer, Wizard

Basic Rules

Rope Trick

2-level Transmutation

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

PHB: P. 274

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a pinch of talc and a small sprinkling of powdered silver
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Available for: Artificer, Bard, Sorcerer, Wizard

Elemental Evil Player's Companion

Skywrite

2-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Sight
Components: Verbal, Somatic
Duration: 1 Hour
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: Artificer, Bard, Druid, Wizard

PHB: P. 277

Spider Climb

2-level Transmutation

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a drop of bitumen and a spider
Duration: Concentration, Concentration, up to 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Available for: Artificer, Sorcerer, Warlock, Wizard

PHB: P. 287

Web

2-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of spiderweb
Duration: Concentration, Concentration, up to 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range.
The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
Available for: Artificer, Sorcerer, Wizard

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LittlePeach.

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