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Marros "Mayday" Talae

13 Level (120000/140000 XP for level-up) Noble Background Half-elf Race / Species / Heritage True Neutral Alignment
Artificer (Battle Smith)
Level 13
Hit Dice: 12/13
1d8+1 Class 1

STR
13
+1
DEX
14
+2
CON
12
+1
INT
18
+4
WIS
12
+1
CHA
18
+4
72
Hit Points
+2
Initiative (DEX)
13
Armor Class (AC)
+5
Prof. Bonus
30ft
Speed (walk/run/fly)
Spellcasting ...
+9 Attack mod
INT Ability
+4 Abi Mod
17 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+1 Strength
+2 Dexterity
+6 Constitution
+9 Intelligence
+1 Wisdom
+4 Charisma
saving throws
+2 Acrobatics DEX
+6 Animal Handling WIS
+4 Arcana INT
+1 Athletics STR
+4 Deception CHA
+9 History INT
+1 Insight WIS
+4 Intimidation CHA
+9 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+6 Perception WIS
+4 Performance CHA
+9 Persuasion CHA
+9 Religion INT
+2 Sleight of Hand DEX
+3 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Shortsword +6 STR 1d6/1d8+1 Slashing
 Finesse, Light, Versatile, Melee
Light Hammer +6 STR 1d4+1 Bludgeoning
 Light, Thrown (range 20/60ft)
Force-Empowered Rend. +1 STR 1d8+PB+1 F
 Roly-Poly Attack. Melee, Mayday's spell attack modifier to hit, reach 5ft, one target Roly-Poly can see.
Attacks

Spell Book

☼ Position of Privilege ☼

Thanks to his noble birth, people are inclined to think the best of Mayday Talae. He's welcome in high society, and people assume he has the right to be wherever he is, because he usually does. The common folk make every effort to accommodate him (which troubles him) and avoid his displeasure (which makes him feel guilty), and other people of high birth treat him as a member of the same social sphere (which flusters him). He can secure an audience with a local noble if he needs to, even if he'd really prefer not to.


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☼ Shadow Touched ☼

Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.

You learn the invisibility spell and one 1st-level spell of your choice. The 1st-level spell must be from the illusion or necromancy school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat.

Features & Traits
Although he recently lost most of his equipment thanks to being burgled, he was able to hold onto some stuff and bought some of the old stuff he had again. He's slowly but surely collecting more and more objects.

☼ One short sword.
☼ One light hammer.
☼ A hand crossbow and 20 crossbow bolts.
☼ Studded leather armor.
☼ One Elvin chain with shield spell, currently wearing. Has 10/10 uses. 3 charges per short/long rest. The word to activate it: Elvish word for chain. +5 to AC when activated (18 AC).

☼ Thieves' tools (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).
☼ Painter's tools (an easel, canvas, paints, brushes, charcoal sticks, and a palette).
☼ Tinkerer's tools (a variety of hand tools, thread, needles, a whetstone, scraps of cloth and leather, and a small pot of glue).
☼ Forest navigator's tools (a x2 magnifying glass, 5 rolls of parchment, 5 pieces of chalk, calipers, a basic compass and a x3 spyglass).
☼ Dungeoneers pack.
☼ 10 pieces of paper.
☼ Ball bearings (bag of 1,000).
☼ Caltrops (bag of 20).
☼ A bedroll.
☼ Forgery Kit (expensive, four uses).
☼ One regular saddle, for future investments.
☼ A set of playing cards.

☼ A map of Altamira and the surrounding area.
☼ A map of Everska.
☼ A world map.

☼ 2 random speech potions that are powerful. Both Mayday and Damien the potion maker did not know what speech the potions contained. (Got in Peerless Potions.)
☼ 5 health potions!
☼ Rope of Climbing (that he made in Peerless Potions).
☼ Boots of Elven Kind.
☼ Ring of Mind Shielding.
☼ A Visor of Construct Vision that he got from Vic Straid, the Royal Artificer of Tinkertown.
☼ Spyglass of Allsight that he stole from the cult underneath Tinkertown. Then he stole it again from Onyx Basher, the leader of Tinkertown.
☼ One Blink Bolt that has a repeating mechanic.
☼ 20 Net of the Sting.
☼ Nimble Hand Wraps.

Story Items.
☼ A silvered short sword with a gold-colored hilt, embedded with jewels, that he keeps wrapped and carries on his back. It's an heirloom from his family that's been passed down through several generations. He does not use it and would only pull it out if the situation were dire enough to.
☼ A holy symbol (necklace with a pendant) with an aral flower sigil, representing the goddess his family and people worship.
☼ A signet ring that he doesn't wear on his person. He carries it in his bag and doesn't really flaunt it.
☼ A chunk of the Heartstone. It pulses faintly and still glows red.
☼ A small wicker songbird in cage, from the Sea of Stars coast. Symbolic to him but apparently there's lots of them so...
☼ A thick handknit cloak, faded pink.
☼ A handknit sack with a drawstring opening.
☼ A magically copied Ruby of the War Mage, from Artemis' ruby. It has a weird sheen to it.
☼ Almost perfect very close royal pedigree, forged, since he lost his original copy.

Infused Items.
☼ A Homunculus Servant named Skyra. The Heartstone is her Heart.
☼ Boots of Elvenkind from his own boots.
  • While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
  • ☼ A Ring of Mind Shielding that he made from some scrap metal he had handy.
  • While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
  • You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
  • If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
  • ☼ Enhanced Weapon (Beef's Great Axe)

    Equipment Copper: 9, Silver: 28, Electrum: 0, Gold: 3970, Platinum: 0 Money
    Mayday is getting better at casting spells! He's picked up a few spells along his journey to aid him.

    Cantrips:
    ☼ Mending (good for caring for his construct)
    ☼ Shocking Grasp (good for brief stun)
    ☼ Fire Bolt (imitation, after the fire starter)

    Spells:
    First Level Spells
    ☼ Heroism (good for when one needs more courage)
    ☼ Shield (good for protection)
    ☼ Cure Wounds (good for tending to people)
    ☼ Identify (good for a careful prince)
    ☼ Detect Magic (good for being cautious)
    ☼ False Life (good for extra health against harpoons)
    ☼ Sleep (good for peaceful escapes)

    Second Level Spells
    ☼ Branding Smite (good for holy damage)
    ☼ Warding Bond (good for when one has friends)
    ☼ Invisibility (good for a prince that needs to disappear + free one from feat)
    ☼ Vortex Warp (good for helping escape)
    ☼ Alter Self (good for a prince)
    ☼ Heat Metal (good for warming things)

    Third Level Spells
    ☼ Aura of Vitality (good for long-ranged healing)
    ☼ Conjure Barrage (good for surprise attacks)
    ☼ Revivify (good for saving a life)
    ☼ Glyph of Warding (good versatility)
    ☼ Summon Fey (good for becoming a pokemon master)

    Fourth Level Spells
    ☼ Aura of Purity (good safeguard)
    ☼ Fire Shield (good for flaming protection)

    He also has eight infusions that he knows:
    ☼ Boots of the Winding Path
    ☼ Helm of Awareness
    ☼ Homunculus Servant (Still a construct made by Mayday, but no longer an infusion! She's been around long enough to no longer take up this slot.)
    ☼ Enhanced Weapon (current, Beef's Great Axe)
    ☼ Replicate Magic Item (Rope of Climbing)
    ☼ Replicate Magic Item (current, Boots of Elven Kind)
    ☼ Replicate Magic Item (current, Ring of Mind Shielding)
    ☼ Spell-Refueling Ring
    Spellcasting
    ☼ Common
    ☼ Elvish
    ☼ Sylvan
    ☼ Celestial

    Mayday is proficient in:
    ☼ Light armor, medium armor, shields
    ☼ Simple weapons, firearms, martial weapons
    ☼ Thieves' tools, tinker's tools, smith's tools, cartographer's tools, and playing cards

    ☼ After analyzing an electrical box to see how it worked, Mayday now has advantage rolls when examining electrical wiring.
    ☼ Learned how to be more stealthy from Artemis during downtime. +1 to Stealth Checks because of it.

    Languages & Proficiencies
    ☼ He was born as and has been raised to be a prince, but Mayday does not place himself far above the lower-classes on the world. He believes that everyone should be treated with kindness and compassion, and he sees the best in people, which has not always worked out for him. He also sometimes does think of other races in slightly less than favorable ways, though he does his best to never let someone know this fact about himself.

    ☼ He is in hiding, yes. He's really trying to be in hiding, like, really hard. His manners and way of speech and behavior, however, do tend to give away that he was born into some sort of higher-class then the rest of the country. His usually clean clothes and poise also are dead giveaways that he's unlike the masses. Or perhaps his parents simply raised him to be so composed and regal?

    Personality Traits
    He believes everyone can be redeemed. Be they a simple thief or a drow or any of the numerous monsterous races that his kingdom feared, he truly believes that deep down inside of the soul of that creature, there is something there worth protecting. This shapes his entire way of living; he refuses to kill anyone, regardless of how they evil they may seem, and instead he will do everything in his power to escape a confrontation without hurting anyone or anything. He abhors needless bloodshed, and the most he'll do when fighting is maim a part of a body - his aim is always to just incapcitate someone, however.

    ☼ He tends to stay very far away from any violence, if he can. He has the skills necessary to defend himself and he could kill if he absolutely had no other choice, but the only killing he would do willingly is a mercy killing, and even that would be incredibly difficult for him to deal with. If he ever did harm someone severely enough to kill them... Well, he might just fall completely apart, or maybe that would be what he needed to finally get his head out of the clouds.

    ☼ This ideal may seem wishy-washy and incredibly naive, but consider this: in his kingdom, those who were considered evil were locked up and never had to be dealt with. It was much easier to ignore the evil of the world if it was hidden below the ground which one walked upon. He also grew up steeped in the religious teachings of his kingdom, and one of the most important doctrines was to seek peace above violence. He's already done too much that goes against what he believes in, so he will not kill anyone. That, he knows, is impossible to ever come back from, and he refuses to be put in a situation where he will ever have to.

    ☼ I seek to prove my self worthy of my goddess' favor by matching my actions against her teachings.

    ☼ I'm determined to make something of myself.

    ☼ There's a spark of good in everyone.

    Ideals
    He feels the obligation he has to his people and misses his kingdom greatly. His bond, however, would be his family. The relationship he has with them is... complicated, to say the least, but he is desperate to do anything to redeem himself to them. Well, kind of...? It's complicated.

    Bonds
    1. I have trouble trusting in my allies.

    2. I am dogmatic in my thoughts and philosophy.

    3. I feel it's necessary to keep certain secrets from people.

    4. I am slow to trust members of other races.

    Flaws
    A curse for the beloved prince...

    When he was sixteen, after a festival to celebrate peace, an angry vampire bestowed the prince with a terrible curse. It happened after Mayday offered to help the vampire, who he thought was a human, with his injuries - injuries that were caused by the princes own people. The malediction that the vampire laid upon Mayday was one that would eventually break his heart - literally. He knew that the prince was a kind and friendly person, after having met him once before, and was loved by his kingdom and family, so he decided to turn that kindness against him. The closer the prince gets to anyone, the more the crack in his heart spreads, until it eventually completely shatters. The curse, the crack in his heart, will one day kill him. The closer he gets to people, the closer he gets to death. His closeness can be in any way; platonically, romantically, and even just with his family or friends. The more he loves someone, the closer he becomes with those he cares about, the more the crack expands... until it destroys him entirely.

    A Heartbreaking Curse


    ™ & © 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

    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


     

    Shortsword

    Weapon

    Common

    Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.
    The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property.
    Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property - this is the damage when the weapon is used with two hands to make a melee attack.
    Sword. Once per turn when you attack a creature with a sword, you gain a bonus to your damage roll equal to your prof. bonus if you’ve damaged the target with an attack since the start of your last turn. You don’t gain this benefit if you attack another target during this time. When you attack an object made of rope, vine, or similar material with a sword, your damage rolls deal maximum damage. You only gain this benefit if you are proficient with the weapon.
    Slashing. On a critical hit, the target gains the Bleeding condition.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Sword. On a hit, you can forgo 1 extra attack to force the target to make a Dex Save. Failure. The target takes 1 extra die of damage from the attack and the target has DisADV on its next attack roll or ability check before the end of your next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Cleave. On a hit, you can forgo 2 extra attacks to make a wide swing with your weapon and choose a target within your reach. You can make a melee weapon attack against that target and up to 2 targets adjacent to it that are also within your reach. Use the same attack and damage roll against all creatures.
    Requires. Two-Handed Weapon
    Feint. When you make a weapon attack, you can forgo 1 extra attack to make a Deception Check vs the target's Insight Check. Success. You gain ADV on your attack roll and deal 1 extra die of damage on the attack.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

    Type Damage Damage Range
    Simple Melee 1d6 / 1d8 Slashing Melee


    DnD 5e SRD SRD

    Light Hammer

    Melee Weapon Light, Thrown Common

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

    Cost: 2 gp Weight: 2 lb


     

    DnD 5e 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


     

    Hand Crossbow

    Weapon

    Common

    Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to use the Search Action.
    Aquatic. You do not have DisADV on attacks made using aquatic weapons as a result of being underwater.
    Light. A light weapon is small and easy to handle. You can use either your Strength or Dexterity modifier for both the attack and damage rolls.
    The Finesse property has been combined with the Light property. Anything that would require Finesse (like the Rogue Sneak Attack feature) and any weapon that uses Dexterity for its attack and damage rolls works with this property.
    Range. A weapon that can be used to make a ranged attack has a range shown in the table. The range lists two numbers, the first is the weapon's normal range in feet, and the second indicates the weapon's long range. When attacking a target beyond normal range, you have DisADV on the attack roll. You can't attack a target beyond the weapon's long range.
    Reload (1). The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or a Bonus Action to reload. You must have one free hand to reload a weapon.
    Crossbow. When you attack a creature with a crossbow, you gain a bonus to your damage roll equal to your prof. bonus if the target is within 15ft of you. You only gain this benefit if you are proficient with the weapon.
    Piercing. On a critical hit, the target becomes Impaired until the end of your next turn.

    Martial Special Attacks

    When you land any attack in combat you can choose to make it a Special Attack by expending one of your extra attacks. The additional bonuses below are either added immediately to the attack you just landed for extra effects OR expended before you make the attack for ONE all-in strike.
    Each of these Martial Special Attacks have certain requirements and if the target needs to make a save, it's always against your Martial Save DC.

    Crossbow. When you make an attack, you can forgo 1 extra attack to gain ADV on the attack. On a hit, the attack deals 1 extra die of damage.
    Feint. When you make a weapon attack, you can forgo 1 extra attack to make a Deception Check vs the target's Insight Check. Success. You gain ADV on your attack roll and deal 1 extra die of damage on the attack.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Pinpoint Attack. On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target is Impaired until the end of their next turn.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)
    Stagger (Combo). On a hit, you can forgo 1 extra attack to force the target to make a Con Save. Failure. The target becomes Vulnerable to the next source of Slashing, Piercing, or Bludgeoning damage before the start of your next turn. You can only do this once per combat.
    Martial Save DC. (8 + prof. bonus + Strength or Dexterity modifier)

    Type Damage Damage Range
    Simple Ranged 2d4 Piercing 30/120ft.


    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


     

    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: 12 GP Weight: 61 1/2 lbs


     

    The Zephyr Effect

    Blink Bolt

    Ammunition

    Rare none

    A crossbow bolt that can be loaded in a hand crossbow. The shaft is engraved with a spiral of magical symbols ending on the arrowhead.   When the bolt is fired, the user is instantly teleported to where the bolt impacts. The user appears in a random orientation in relation to the bolt and the point of teleportation is centered on the crossbow.   Use the hand crossbow statblock to calculate damage.


    The statblocks of your class features

    TCE, ERLW

    Battle Smith Artificier

    Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
    hit dice: 1d8
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st
    armor proficiencies: light armor, medium armor, shields
    weapon proficiencies: <simple weapons, firearms
    tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice
    saving throws: Constitution, Intelligence
    skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.
    starting equipment:
    You start with the following items, plus anything provided by your background.
  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves' tools and a dungeoneer's pack

  • Alternatively, you may start with 5d4 × 10 gp to buy your own equipment.
    spellcasting:
    Yes
    class features:
    Optional Rule: Firearm Proficiency   The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.   Magical Tinkering   At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:   The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.
  • The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.   You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.   Spellcasting   You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or outlandish inventions.   Tools Required   You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves' tools or some kind of artisan's tool—in hand when you cast any spell with this Spellcasting feature (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   Infuse Item   At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.   Infusions Known   When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.   Infusing an Item   Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion's description. If the item requires attunement, you can attune yourself to it the instant you infuse the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.   If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   The Right Tool for the Job   At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.   Tool Expertise   Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius   Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.   Magic Item Adept   When you reach 10th level, you achieve a profound understanding of how to use and make magic items:   You can attune to up to four magic items at once. If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.   Spell-Storing Item   At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or one item that you can use as a spellcasting focus, and you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.   Magic Item Savant   At 14th level, your skill with magic items deepens more:  
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
  •   Magic Item Master   Starting at 18th level, you can attune to up to six magic items at once.   Soul of Artifice   At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
  • subclass options:
    Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.   Tool Proficiency   When you adopt this specialization at 3rd level, you gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.   Battle Smith Spells   Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.   Battle Ready   When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:  
  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
  •   Steel Defender   By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. The defender also perishes if you die.   Extra Attack   Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.   Arcane Jolt   At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:  
  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
  • You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.   Improved Defender   At 15th level, your Arcane Jolt and steel defender become more powerful:  
  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
  • Statblocks for your familiars, mounts etc.

    Giant Canary CR: 1/4

    Medium beast, neutral
    Armor Class:
    Hit Points: 11hp (2d8+2)
    Speed: 10 ft , fly: 40 ft

    STR

    5 -3

    DEX

    15 +2

    CON

    12 +1

    INT

    3 -4

    WIS

    12 +1

    CHA

    8 -1

    Senses: passive Perception 11
    Languages: ---
    Challenge Rating: 1/4

    Beautiful Song. The canary can use its action to sing a beautiful song out to 30 feet. A creature that hears the song must succeed on a DC 10 Wisdom saving throw or be charmed by the canary until the end of its next turn.   Flyby. The giant canary doesn't provoke an opportunity attack when it flies out of an enemy's reach.

    Actions

    Beak. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 2) piercing damage.

    A giant canary is very much like a normal canary, but considerably larger. They live in ancient trees, and raise up to four young (treat the young as normal canaries).

    Suggested Environments

    Tree

    Statblocks for race/species of the character.

    Statblocks for companions, followers and other allies.

    Roly-Poly

    13 Level (N/A/140000 XP for level-up) Steel Defender Background Construct Race / Species / Heritage Unaligned. Alignment
    Construct (Medium)
    Level 13
    Hit Dice: 13/13
    1d8+2 Class 1

    STR
    14
    +2
    DEX
    12
    +1
    CON
    14
    +2
    INT
    2
    -4
    WIS
    10
    +0
    CHA
    5
    -3
    71
    Hit Points
    +1
    Initiative (DEX)
    15
    Armor Class (AC)
    +5
    Prof. Bonus
    40ft
    Speed (walk/run/fly)
    +10 Expertise Bonus
    +5 Proficiency Bonus
    +2 Strength
    +1 Dexterity
    +2 Constitution
    -4 Intelligence
    +0 Wisdom
    -3 Charisma
    saving throws
    +1 Acrobatics DEX
    +0 Animal Handling WIS
    -4 Arcana INT
    +2 Athletics STR
    -3 Deception CHA
    -4 History INT
    +0 Insight WIS
    -3 Intimidation CHA
    -4 Investigation INT
    skills
    +0 Medicine WIS
    -4 Nature INT
    +0 Perception WIS
    -3 Performance CHA
    -3 Persuasion CHA
    -4 Religion INT
    +1 Sleight of Hand DEX
    +1 Stealth DEX
    +0 Survival WIS
    Skills
      Weapon / Attack AB Abi Dmg Dmg Type
    Force-Empowered Rend. +2 STR 1d8+PB+2 Force.
     Melee, Mayday's spell attack modifier to hit, reach 5ft, one target Roly-Poly can see.
    Attacks
    Saving Throws: Dex +1 plus PB, Con +2 plus PB
    Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
    Damage Immunities: poison
    Condition Immunities: charmed, exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak

    Vigilant. The defender can't be surprised.

    Actions
    Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.

    Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB 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.

    Features & Traits
    Roly-Poly is practically equipment himself, so he does not have any reason to carry anything, except for whatever Mayday asks him to. Mayday does not ask him to carry much, though. Maybe his bag when he's tired.

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    While Roly-Poly can understand Common, Elvish, Sylvan and Celestial, he is incapable of speaking or writing any of them (since he has no voice box and no hands). Instead of speaking with any actual words, the construct makes mechanical noises (whirs, clicks, clunks, grinding, screeches, etc) that express how he's feeling.

    Mayday is able to understand them, thanks in large part to their bond and the fact they've been together for a while. Any other people who are around Roly-Poly for an extended period of time also start to learn what the noises mean.

    Generally, happy/good sounds are clicks, whirs, chirps, a weird vibrating sound that sound like a mechanical buzz, and unhappy/bad sounds are clunks, screeches, grinding, hissing, etc.

    Languages & Proficiencies
    Mayday Talae, back before he was known as Mayday and instead went by Prince, created Roly-Poly, partly to test his capabilities, but mostly so that he was not as alone. Even though this was only a few years ago, the construct has developed a bond with his creator, and it is the single strongest bond he has with anything.

    The construct is fiercely loyal to Mayday and is very protective of him, and he tries to be as helpful as he can, given his size and lack of arms. Because of this bond, the construct does tend to make moves to help Mayday without him even telling him to (like retrieving the sword and helping Mayday get onto the Heartstone), since the two have been together for so long and they understand how they both move and fight . Roly-Poly also would willingly sacrifice himself to protect Mayday, and he defends him as much as he can whenever the two are involved in a fight.

    Bonds
    He has no arms or hands, cannot speak or write, and has only 2 INT. Because of his very low intelligence, sometimes he does very dumb things, and Mayday usually let's him do whatever he wants to (so long as it's not too dangerous). Free will, and all that. It's not always a good idea to let a spiky construct do whatever it wants to, though Mayday does try to keep an eye on him or stay near him to stop him before he can do something completely stupid.

    Apart from that, Roly-Poly is kind of clunky. He's medium sized and somewhat long when fully expanded so he cannot fit very easily into various buildings, because maneuvering when inside of them is not always as undemanding for him as it is for everyone else. He does roll up to better navigate places, but even that can still be difficult, if it's a narrow pathway or a tight situation. (He is able to enter inns and shops and places like that but he tends to stay rolled up so he doesn't bump into and damage anything.)
    He has no concept of how big he is so does not understand whenever he can't fit in somewhere, and he lets out a sad whine when he becomes stuck.

    Roly-Poly also is not cognizant of the noise he makes whenever he moves. When he's rolled up, he is much more noisy than whenever he's moving on his legs, thanks entirely to the fact that he has legs when he's not rolled up, so he can tread more softly. He is not a very loud construct by himself - the only noise he makes when moving is a quiet whirring noise, barely even noticable, or a few clicking noises whenever he's 'talking' with Mayday or another party member. What does make him noticable is whenever he's rolling over noisy terrains or over crunchy leaves (crunch crunch), or whenever he runs into something (clunk!), or if he's on a stone/brick/wooden pathway, his spikes hit against the material and send out a weird sort of tapping sound (tack-a tack-a tack-a).
    He does not pay attention to the terrain and moves over land without caring about being quiet. Mayday (or someone else) has to tell him to move quietly whenever stealth is required, or he just has to stop moving. Holding up a finger in front of your mouth is a signal the construct knows, as is shh, and Mayday can tap his side twice to tell him it's time to be quiet.
    Depending on what is underfoot will determine whatever sound Roly-Poly makes when moving, but only when he is rolled up, because when walking he is much, much quieter.

    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.

    Homunculus Servant CR: --

    Tiny construct, any
    Armor Class: 13
    Hit Points: 1 + INTm + Artificer lvl
    Speed: 20 ft , fly: 30 ft

    STR

    4 -3

    DEX

    15 +2

    CON

    12 +1

    INT

    10 +0

    WIS

    10 +0

    CHA

    7 -2

    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60ft, passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge Rating: --

    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: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

    Reactions

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

    Statblocks for your spells.

    Level 0 Spells

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range Touch
    Duration Instantanious
    Components V, S, M
    Materials Two lodestones

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

    Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

    PHB

    Shocking Grasp

    0-level (Cantrip) Evocation

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

    Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
    At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

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

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 ft.
    Duration Instantanious
    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): Artificer, Sorcerer, Wizard

    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)

    PHB

    Shield

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
    Range/Area: Self
    Components: V, S
    Duration: 1 round
    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.

    Basic Rules, pg. 230

    Cure Wounds

    1-level Evocation

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

    Damage Type: Healing   Saving Throws: None   Description: 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, Artificer

    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, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

      The spell can penetrate most barriers, but 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): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    SRD

    False Life

    1-level Necromancy

    Casting Time: 1 action
    Range/Area: self
    Components: VSM
    Materials: A small amount of alcohol or distilled spirits, or focus
    Duration: 1 hour
    Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional Temporary Hit Points for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Sleep

    1-level Enchantment

    Casting Time 1 Action
    Range 90ft
    Duration 1 Minute
    Components V, S, M
    Materials a pinch of fine sand, rose petals, or a cricket

    This spell sends creatures into a magical slumber. Roll 5d8 ; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).   Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected.   Undead and creatures immune to being charmed aren't affected by this spell.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.

    Class(es): Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Redemption), Rogue (Arcane Trickster), Warlock (The Archfey)

    Level 2 Spells

    Branding Smite

    2-level Evocation

    Casting Time 1 Bonus Action
    Range Self
    Duration Concentration, Up to 1 Minute
    Components V

    The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd. Learned By

    Class(es): Paladin, Artificer (Battle Smith), Warlock (The Hexblade)

    PHB

    Warding Bond

    2-level Abjuration

    Casting Time 1 Action
    Range Touch
    Duration 1 Hour
    Components V, S, M
    Materials a pair of platinum rings worth at least 50 gp each, which you and the target must wear for the duration

    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. Learned By

    Class(es): Cleric, Artificer (Battle Smith), Paladin (Oath of the Crown), Sorcerer (Divine Soul)

    PHB

    Invisibility

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S, M
    Materials: an eyelash encased in gum arabic
    Duration: Concentration, 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.

    Vortex Warp

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V, S
    Materials: N/A
    Duration: Instantaneous
    You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
    At higher levels: At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.
    Available for: Artificer, Sorcerer, Wizard

    PHB

    Alter Self

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, 1 hour
    You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
      Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
      Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can't appear as a creature of a different size than you, and your basic shape stays the same; if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
      Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
    Available for: Artificer, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Sorcer, Wizard

    Heat Metal

    2-level Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration Concentration, up to 1 Minute
    Components V, S, M
    Materials a piece of iron and a flame

    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 level above 2nd.

    Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

    Level 3 Spells

    Player's Handbook, 216

    Aura of Vitality

    3-level Evocation

    Casting Time 1 Action
    Range Self (To a radius of 30 feet)
    Duration Concentration, 1 Minute
    Components V

    Damage Type: Healing   Attack/Save Throw: None   Description: Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

    Class(es): Paladin

    PHB

    Conjure Barrage

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: Self
    Components: V, S, M
    Materials: one piece of ammunition or a thrown weapon
    Duration: Instantaneous
    You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

    Revivify

    3-level Necromancy

    Casting Time 1 Action
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Diamonds worth 300 gp, which the spell consumes

    You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

    Class(es): Cleric, Paladin

    PHB

    Glyph of Warding

    3-level Abjuration

    Casting Time: 1 hour
    Range/Area: Touch
    Components: V, S, M
    Materials: incense and powdered diamond worth at least 200gp, which the spell consumes
    Duration: Until Dispelled or Triggered
    When you cast this spell, you inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered.
      The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
      You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
      You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
      When you inscribe the glyph, choose explosive runes or a spell glyph.
      Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
      Spell Glyph: You can store a prepared spell of 3rd level or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
    At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

    TCoE

    Summon Fey

    3-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V, S, M
    Materials: a gilded flower worth at least 300 gp
    Duration: Concentration, 1 hour
    You call forth a fey spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Fey Spirit stat block. When you cast the spell, choose a mood: Fuming, Mirthful, or Tricksy. The creature resembles a fey creature of your choice marked by the chosen mood, which determines one of the traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
      The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
     

    Fey Spirit CR: PB

    Small fey, any
    Armor Class: 12 + the level of the spell (natural armor)
    Hit Points: 30 + 10 for each spell level above 3rd
    Speed: 40 ft

    STR

    13 +1

    DEX

    16 +3

    CON

    14 +2

    INT

    14 +2

    WIS

    11 +0

    CHA

    16 +3

    Senses: darkvision 60ft., passive Perception 10
    Languages: Sylvan, understands the languages you speak
    Challenge Rating: PB

    Actions

    Multiattack: The fey makes a number of attacks equal to half this spell's level (rounded down)
    Shortsword: Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target. Hit: 1d6 + 3 + the spell's level piercing damage + 1d6 force damage.
       

    Bonus Actions

    Fey Step: The fey magically teleports up to 30 feet to an unoccupied space it can see. Then one of the following effects occurs, based on the fey’s chosen mood:
    Fuming: The fey has advantage on the next attack roll it makes before the end of this turn.
    Mirthful: The fey can force one creature it can see within 10 feet of it to make a Wisdom saving throw against your spell save DC. Unless the save succeeds, the target is charmed by you and the fey for 1 minute or until the target takes any damage.
    Tricksy: The fey can fill a 5-foot cube within 5 feet of it with magical darkness, which lasts until the end of its next turn.

    At higher levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.

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

    Holy Symbol

    Spellcasting Focus Common

    A holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.


     

    DnD 5e SRD

    Clothes, Fine

    Adventuring Gear Common

    This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

    Cost: 15gp Weight: 6lb


     

    D

    Signet Ring

    Adventuring Gear Common

    Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.

    Cost: 5gp Weight: --


     

    D&D 5e PHB Equipment

    Caltrops (Bag of 20)

    Adventuring Gear DAMAGE, MOVEMENT, COMBAT Varies

    As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.

    Cost: 1gp Weight: 2lb


     

    Ball Bearings

    Adventuring Gear Common

    Category: Items Save: Dexterity Target: Each creature in a 10-foot square centered on a point within range As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn’t need to make the save.

    Weight: 2 lb


     

    Visor of Construct Sight

    Tool

    Varies Artificer

    Small, copper colored Visor with no glass to view through. When worn by the user and the name of a construct within 2 miles is spoken aloud, the user is able to see and hear what the construct sees and hears. The effects last for 1 hour before needing to be recharged. Visor can be used after the 1 hour period after 1 long rest. User is blind and deaf while visor is active.


    Spyglass of Allsight

    When the spyglass is brought to the eye of a living thing and the focus knob is turned, the spyglass will zoom infinitely, allowing the user to view limitless distances. All one must do is face the direction they want to observe and zoom to desired distance.    After each use, the user has disadvantage on perception rolls for 6 hours. The user must also make a DC 12 Wisdom saving throw to avoid taking a permanent -1 to their passive perception. 

    Ruby of the War Mage

    Wondrous Item

    Common Requires Attunement

    Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.

    Cost: 100 gp

    The Zephyr Effect

    Nimble Hand Wraps

    Wondrous Item

    Rare Requires Attunement

    These hand wraps resemble strong, reinforced bandages that strengthen the wrists of the bearer. Once per day (Per hand wrap worn) you can manipulate the bandages causing them to whip out to a range of 20ft. to snag a creature or object and pull yourself towards it.    To do so, make a ranged attack. On a successful hit, the bandage wraps around the target before beginning to wind up again, pulling you towards it at high speed. If making an attack against a creature as part of this action, add 1d4 to your unarmed attack against the creature per 5ft traveled (max 4d4). This ability does not trigger if you are within melee range of the creature or if the object/creature is one or more size(s) smaller than you are. 



    Created by

    smolfluffball.

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