+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+6 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+6 | Arcana | INT | |
+0 | Athletics | STR | |
+0 | Deception | CHA | |
+3 | History | INT | |
+5 | Insight | WIS | |
+0 | Intimidation | CHA | |
+6 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+5 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Rifle | +9 | DEX | 3d8+2 | Piercing | |
30/90 |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e PHB
Armor (Light)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 12 + Dex modifier | No |
Cost: 45gp
Weight: 13 lb
The statblocks of your class features
Feature: Watcher's Eye Your experience in enforcing the law, and dealing with lawbreakers, gives you a feel for local laws and criminals. You can easily find the local outpost of the watch or a similar organization, and just as easily pick out the dens of criminal activity in a community, although you're more likely to be welcome in the former locations rather than the latter.
Use the tables for the soldier background in the Player's Handbook as the basis for your traits and motivations, modifying the entries when appropriate to suit your identity as a member of the city watch. Your bond is likely associated with your fellow watch members or the watch organization itself and almost certainly concerns your community. Your ideal probably involves the fostering of peace and safety. An investigator is likely to have an ideal connected to achieving justice by successfully solving crimes.
Source: SCAG, page 145 |
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Tasha's Cauldron of Everything p9, DnD Beyond
The | Artificer | Spell | Slots | per | Spell | Level | ||||
---|---|---|---|---|---|---|---|---|---|---|
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
1st | +2 | Optional Rule: Firearm Proficiency, Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - |
4th | +2 | Ability Score Improvement, Proficiency Versatility | 4 | 2 | 2 | 3 | - | - | - | - |
5th | +3 | Artificer Specialist Feature | 4 | 2 | 2 | 4 | 2 | - | - | - |
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | |
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - |
8th | +3 | Ability Score Improvement, Proficiency Versatility | 6 | 3 | 2 | 4 | 3 | - | - | - |
9th | +4 | Artificer Specialist Feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
11th | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
12th | +4 | Ability Score Improvement, Proficiency Versatility | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
13th | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
15th | +5 | Artificer Specialist Feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
16th | +5 | Ability Score Improvement, Proficiency Versatility | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
17th | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement, Proficiency Versatility | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
Tasha's Cauldron of Everything p17
Artificer Level | Features |
---|---|
3rd | Tool Proficiency, Artillerist Spells |
5th | Arcane Firearm, Artillerist Spells |
9th | Explosive Cannon, Artillerist Spells |
13th | Artillerist Spells |
15th | Fortified Position |
17th | Artillerist Spells |
Artillerist Level | Spell |
---|---|
3rd | Shield, Thunderwave |
5th | Scorching Ray, Shatter |
9th | Fireball, Wind Wall |
13th | Ice Storm, Wall of Fire |
17th | Cone of Cold, Wall of Force |
Cannon | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Roll 1d6 | Changeling Origin |
---|---|
1 | A mischievous fey abducted the child of a mortal family and left you in its place. |
2 | You were the mortal child of a home or caretaker that did not nourish you with love (or food possibly). A passing fey saw your plight and spirited you away from that neglectful place. the fey's magic made you what you were today so that your former caretakers would never find you. |
3 | As a toddler, you followed a passing fey of your own volition. By the time it discovered you, its magic had already altered your once mortal nature into that of a changeling. From there the fey might've returned you home or left you somewhere else in the world. |
4 | Before you were born, one of your parents became involved with a fey. Your changeling nature could be a curse, a gift, or just an unintended consequence of some other intent of that fey. |
5 | One of your ancestors is another changeling, or perhaps a fey outright. The latent magic within your family line happened to re-emerge within you. |
6 | One of your parents or caretakers actively bargained with a fey in order to make you a changeling. That fey may be benevolent and helpful towards you, or it may consider your bestowed abilities a gift that must be repaid in kind by you. |
Roll 1d6 | Quirk |
---|---|
1 | You leave offerings of food or small trinkets in odd places, such as beneath mushroom caps or within the knotholes of trees. |
2 | Before you enter someone's abode you always ask permission to come in. You are not magically forbidden from entering a home if you don't get permission, it's just something you do. |
3 | Whenever you state something you feel is important, you do so three times. |
4 | You have a great apatite and never seem to be physically affected by how much you eat (unless it was poisonous of course). |
5 | You refer to everyone and everything by name, including things that don't have an obvious name. If something lacks a name, you give it one to call it by. |
6 | You have a tendency to hum, whistle, or softly sing seemingly improvised melodies. Those who listened to your song find that they cannot replicate it no matter how hard they try. |
Roll 1d6 | Tell |
---|---|
1 | You have a subtle oddity about your form that cannot be covered by cloths or other nonmagical means. This includes small vestigial gills, an odd discoloration in a particular shape, a patch of small down feathers on your palm the color of your skin, etc. If a creature has reason to believe that you are not fully mortal, they can make an investigation check against a DC equal to 8+ your proficiency+ your charisma modifier to discover this oddity. |
2 | You have an obvious oddity about your form that you can hide with cloths or other nonmagical means. This includes a tail, feet with the dexterity of hands, ears that face the wrong way, etc. |
3 | Any nonmagical reflective surface (water, glass mirrors, polished metal) reveals your changeling nature. |
4 | Cats, dogs, and other domesticated animals are warry of you and may become panicked at your approach. A successful animal handling check against them will calm them down and prevent them from panicking at your approach in the future. |
5 | When you are asked the same question 3 times in a row by the same person, you must answer that question and the answer cannot be a deliberate lie. |
6 | Eating a certain food or food prepared in a certain way causes you to immediately use your unsettling visage feature. You choose the type of food that will trigger this event. Your character may or may not know what food to avoid, but they would've only discovered it by eating it. |
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.