+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+1 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
+7 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+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 |
+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 |
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) |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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
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
Ranged Weapon Ammunition Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Simple | 1d4 | Bludgeoning | 30/120 ft | Ammunition |
Cost: 1 sp
DnD 5e SRD SRD
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
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
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation.
Tool Proficiency
When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
Battle Smith Spells
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Battle Smith Spells | |
---|---|
Artificer Level | Battle Smith Spells |
3rd | Heroism, Shield |
5th | Branding Smite, Warding Bond |
9th | Aura of Vitality, Conjure Barrage |
13th | Aura of Purity, Fire Shield |
17th | Banishing Smite, Mass Cure Wounds |
Tasha's Cauldron of Everything
The Artificer | Spell Slots per Spell Level | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Abilities | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th | |
1 | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - | |
2 | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - | |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - | |
4 | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - | |
5 | +3 | Artificer Specialist Feature | 4 | 2 | 2 | 4 | 2 | - | - | - | |
6 | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | - | |
7 | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - | |
8 | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | - | - | - | |
9 | +4 | Artificer Specialist Feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - | |
10 | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - | |
11 | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - | |
12 | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | - | - | |
13 | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - | |
14 | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - | |
15 | +5 | Artificer Specialist Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - | |
16 | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - | |
17 | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | |
18 | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 | |
19 | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 | |
20 | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
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.
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 |
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 |
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 |
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.
Vigilant: The defender can't be surprised. Hitpoints. 2 + your Intelligence modifier + five times your artificer level
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.
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.
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.
Force Strike. Ranged Weapon Attack: 1d20+7 , range 30 ft., one target you can see. Hit: 1d4+3 force damage.
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.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Evocation
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 ).
PHB
0-level (Cantrip) Necromancy
You touch a living creature that has 0 hit points. The creature becomes stable. this spell has no effect on undead or constructs.
PHB
0-level (Cantrip) Necromancy
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 ).
PHB
1-level Enchantment
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.
1-level Abjuration
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
PHB pg 231
1-level Divination (ritual)
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.
PHB
1-level Abjuration
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.
PHB
1-level Abjuration (ritual)
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.
PHB: P. 287
2-level Abjuration
Player's Handbook
1-level Transmutation
PHB: P. 254
2-level Illusion
Basic Rules
2-level Abjuration
PHB: P. 255
2-level Transmutation
Basic Rules
2-level Illusion
Ritual - does not require spell slot, takes 10 minutes longerBasic Rules
2-level Transmutation
Basic Rules
2-level Abjuration
Elemental Evil Player's Companion
2-level Transmutation
Basic Rules
2-level Transmutation
PHB: P. 274
2-level Divination
Elemental Evil Player's Companion
2-level Abjuration
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 277
2-level Transmutation
Ritual - does not require spell slot, takes 10 minutes longerPHB: P. 287
2-level Conjuration
Statblocks for your Trinkets, businesses, building, castles, empires.