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Sheev Blackrock

3 Level (0/2700 XP for level-up) Sage Background Rock Imp Race / Species / Heritage Chaotic Good Alignment
Artificer- Alchemist
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
9
-1
DEX
12
+1
CON
15
+2
INT
17
+3
WIS
11
+0
CHA
11
+0
24
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
25
Speed (walk/run/fly)
12
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+1 Dexterity
+4 Constitution
+5 Intelligence
+0 Wisdom
+0 Charisma
saving throws
+1 Acrobatics DEX
+0 Animal Handling WIS
+5 Arcana INT
-1 Athletics STR
+0 Deception CHA
+5 History INT
+0 Insight WIS
+0 Intimidation CHA
+5 Investigation INT
skills
+0 Medicine WIS
+3 Nature INT
+2 Perception WIS
+0 Performance CHA
+0 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+1 Stealth DEX
+0 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Mending
Spare the Dying

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Healing Word +5 ins00 60 ft i
 Notes:Alchemist Spell, ALWAYS PREPARED.
Ray of Sickness 60 ft
 Notes:Alchemist Spell, ALWAYS PREPARED
Alarm
Arcane weapon
Identify
Tasha's Caustic Brew

Infusions


Mind Sharpener

Item: A suit of armor or robes

The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item's charges to succeed instead. The item regains 1d4 expended charges daily at dawn.

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Replecate Item: Alchemy Jug

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Replicate Item: Bag of Holding

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Artificer Shit



Magical Tinkering: At 1st level, you've learned how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:



  • The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

  • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.

  • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.

  • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.


The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.

You can bestow magic on multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

The Right Tool for the Job

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

Experimental Elixir



Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.

You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.

Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.

When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
Experimental Elixir
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Sage Shit


Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Gnome Shit


Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saves against magic.
Artificer's Lore: Whenever you make an Intelligence (History) check related to magical, alchemical, or technological items, you can add twice your proficiency bonus instead of any other proficiency bonus that may apply.
Tinker: You have proficiency with artisan tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time. When you create a device, choose one of the following options:
Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.
Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.
Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.
At your DM's discretion, you may make other objects with effects similar in power to these. The Prestidigitation cantrip is a good baseline for such effects.

Features & Traits

Weapon's and Armour


Scale Mail
crossbow, light
20 bolts
dagger
quarterstaff
backpack
crowbar
hammer
10 piton
10 torches
a tinderbox
10 days rations
waterskin
50 feet hempen rope
theives' tools
alchemists tools
A bottle of black ink
a quill
a small knife
a letter from a dead colleague posing a question you have not yet been able to answer
a set of common clothes
a pouch containing 10 gp
mangello mushroom wax tin
empty flask x2
experimental elixer x1: Flight. The drinker gains a flying speed of 10 feet for 10 minutes

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 11, Platinum: 0 Money
Prepared spells 4 (INT mod +LVL/2 round down)
When an artificer levels up they can replace one artificer cantrip
Can change list of prepared spells when I finish a long rest. Takes at least 1 minute per spell level for each spell level on list (During long rest).
Alchemist spells do not count toward prepared spells, but are always prepared
Spellcasting focus:
Spellcasting
Ganiman (Common)
Impish
Khajiiti
Ancient Yunish
Light Armor
Medium Armor
Shields
Simple Weapons
Thieves' Tools
Tinker's Tools
Alchemist's Tools
Herbalism Kit
Poisoner's Kit

Languages & Proficiencies
There's nothing I like better than a good mystery
I'm convined that people are always trying to steal my secrets

Personality Traits
Knowledge: the path to power and self-improvement is through knowledge (Good)
No limits: Nothing should fetter the inifinite possibility in all existence (Chaotic)

Ideals
I've been searching my whole life for the answer to a certain question (How could I have saved my former party members from death?)
It is my duty to protect those whom I care about

Bonds
I am easily distracted by the promise of information
If I'm extremely upset, I become prone to lashing out
I am very guilt ridden over past losses, and avoid caring for others to run from that pain

Flaws
Backstory(?)
Party saved the world from the Brotherhood of Karapholos, but they died and I was sole survivor. Guilt-ridden and disgraced, I retreated to the mountains, gave up the ways of adventuring, and became a potion seller.
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source for ink monsters in ancient ruins? need to get materials to get divination materials to divine the source of the mask. Ink monsters are a part of old magic.
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need mangallow mushrooms for runic magic, act as conduit (like wire), secondary component to focus magic through. grind up mask with mushrooms and paste wax on divination tool. crystal of divination in ruins, tell Kha'ash to go dungeon crawling to find it, get roped in as guide

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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 PHB

Crossbow, Light

Weapon

Common

Ammunition, Loading, Two-Handed

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 the ammunition from a quiver, case, or other container is part of the attack. At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.
Loading
Because of the time required to load this weapon, you can fire only one piece of ammunition from it when you use an action, bonus action, or reaction to fire it, regardless of the number of attacks you can normally make.
Range
A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Two-Handed
This weapon requires two hands to use.

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25gp
Weight: 5 lb

DnD 5e PHB

Dagger

Weapon

Common

Finesse, light, thrown

Finesse
When making an attack with a finesse weapon, you use your choice of Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Range
A weapon that can be used to make a ranged attack has a range shown in parenthesis after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range.
Thrown
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon.

Type Damage Damage Range
Simple Melee 1d4 Piercing 20/60 ft

Cost: 2gp
Weight: 1 lb

DnD 5e PHB

Quarterstaff

Weapon

Common

Versatile

Versatile
This weapon can be used with one or two hands. A damage value in parentheses appears with the property-the damage when the weapon is used with two hands to make a melee attack.

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning 5 ft

Cost: 2sp
Weight: 4 lb

The statblocks of your class features

Artificer

hit dice: 1d8
hit points at 1st level: 8 + Your constitution modifier
hit points at higher levels: 1d8 (or 5) + Your constitution modifier
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple Weapons
tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
• thieves' tools and a dungeoneer's pack
If you forgo this starting equipment, as well as the
items offered by your background, you start with 5d4 x
10 gp to buy your equipment.
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. 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.   Spell Save DC: 8 + Your intelligence modifier + Your proficiency Modifier Spell Attack Bonus: Your intelligence modifier + Your proficiency Modifier
class features:
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other artisan's tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice: The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet. • Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long. • The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away. • A static visual effect appears on one of the object's surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like. The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can bestow magic on multiple objects, touching one object each time you use 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.
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.  
At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.  
Also at 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.  
When you reach 4th, 8th, 1 2th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  
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.  
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.  
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.  
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.  
Starting at 18th level, you can attune to up to six magic items at once.  
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.  
ARTIFICER INFUSIONS
Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.
BOOTS OF THE WINDING PATH
Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
ENHANCED ARCANE Focus
Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
ENHANCED DEFENSE
Item: A suit of armor or a shield A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
ENHANCED WEAPON
Item: A simple or martial weapon This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
HOMUNCULUS SERVANT
Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard 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. 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.
RADIANT WEAPON
Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn.
REPEATING SHOT
Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
REPULSION SHIELD
Prerequisite: 6th-level artificer Item: A shield (requires attunement) A creature gains a + 1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn.
RESISTANT ARMOR
Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement) While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
RETURNING WEAPON
Item: A simple or martial weapon with the thrown property This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
REPLICATE MAGIC ITEM
Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
REPLICABLE ITEMS (2ND-LEVEL ARTIFI CER)
Magic Item, Alchemy jug, Armblade (detail led in chapter 5), Bag of holding, Cap of water breathing, Goggles of night, Prosthetic limb (detail led in chapter 5), Rope of climbing, Sending stones, Wand of magic detection
REPLICABLE ITEMS (6TH-LEVEL ARTIFICER)
  Boots of elvenkind, Cloak of elvenkind, Cloak of the manta, Eyes of charming, Gloves of thievery, Lantern of revealing, Pipes of haunting, Ring of water walking, Wand sheath (detail led in chapter 5)
REPLICABLE ITEMS 10th-LEVEL ARTIFICER)
Magic Item, Boots of striding and springing, Boots of the winter/ands, Bracers of archery, Brooch of shielding, Cloak of protection, Eyes of the eagle, Gauntlets of ogre power, Gloves of missile snaring, Gloves of swimming and climbing, Hat of disguise, Headband of intellect, Helm of telepathy, Medallion of thoughts, Peria pt of wound closure, Pipes of the sewers, Quiver of Ehlonna, Ring of jumping, Ring of mind shielding, Slippers of spider climbing, Ventilating lung (detai led in chapter 5), Winged boots
REPLICABLE ITEMS (14TH-LEVEL ARTIFICER)
Magic Item, Amulet of health, Arcane propulsion arm (detailed in chapter 5), Belt of hill giant strength, Boots of levitation, Boots of speed, Bracers of defense, Cloak of the bat, Dimensional shackles, Gem of seeing, Horn of blasting, Ring of free action, Ring of protection, Ring of the ram
subclass options:
ARTIFICER SPECIALISTS
Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.   ALCHEMIST
An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice. ALCHEMIST SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare. ALCHEMIST SPELLS
Artificer Level Spell 3rd healing word, ray of sickness 5th flaming sphere, Me/f's acid arrow 9th gaseous form, mass healing word 13th blight, death ward 17th cloudkill, raise dead EXPERIMENTAL ELIXIR
Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature. Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest. When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask. You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
EXPERIMENTAL ELIXIR
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + you r I ntell igence modifier,
2 Swiftness. The drinker's walking speed increases by 10 feet for l hour,
3 Resilience. The drinker gains a +l bonus to AC for 10 minutes,
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute,
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes,
6 Transformation. The drinker's body is transformed as if by the alter self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
ALCHEMICAL SAVANT
At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
RESTORATIVE REAGENTS
Starting at 9th level, you can incorporate restorative reagents into some of your works:
• Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
• You can cast lesser restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
CHEMICAL MASTERY
By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments:
• You gain resistance to acid damage and poison damage, and you are immune to the poisoned condition.
• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, provided you use alchemist's supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.  
ARTILLERIST
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
TOOL PROFICIENCY
When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
ARTILLERIST SPELLS
Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
ARTILLERIST SPELLS
3rd shield, thunderwave, 5th scorching ray, shatter, 9th fireball, wind wall, 13th ice storm, wall of fire, 17th cone of cold, wall of force,
ELDRITCH CANNON
At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
ELDRITCH CANNONS
Cannon Activation
Flamethrower The can non 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 1 20 feet of it. On a h it, 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 Make a ranged spell attack, originating from the cannon, at one creature or object within 1 20 feet of it. On a h it, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. The cannon emits a burst of positive energy that grants itself and each creature of your choice with in 10 feet of it a n umber of temporary hit points equal to 1d8 + your Intelligence modifier.  
ARCANE FIREARM
At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely. You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
EXPLOSIVE CANNON
Starting at 9th level, every eldritch cannon you create is more destructive: • The cannon's damage rolls all increase by ld8. • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
FORTIFIED POSITION
Starting at 1 5th level, you're a master at forming well-defended emplacements using Eldritch Cannon: • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits. • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.  
BATTLE SMITH
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 SMITH SPELLS
Artificer Level Spell, 3rd heroism, shield, 5th branding smite, warding bond, 9th aura of vitality, conjure barrage, 13th aura of purity, fire shield, 17th banishing smite, mass cure wounds
BATTLE READY
When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways: You gain proficiency with martial weapons. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
STEEL DEFENDER
By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics. In combat, the steel defender shares your initiative count, but 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action 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. Steel defender
EXTRA ATTACK
Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
ARCANE JOLT
At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: • The target takes an extra 2d6 force damage. Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it. You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
IMPROVED DEFENDER
At 15th level, your Arcane jolt and steel defender become more powerful: • The extra damage and the healing of your Arcane jolt both increase to 4d6. • Your steel defender gains a +2 bonus to Armor Class. • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Sage

You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.

Skill Proficiencies Arcana, History
Languages Two of your choice
Equipment A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a pouch containing 10 gp

Features

Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Suggested Characteristics

Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.

Traits

d8Personality Trait
1I use polysyllabic words that convey the impression of great erudition.
2I’ve read every book in the world’s greatest libraries—or I like to boast that I have.
3I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others.
4There’s nothing I like more than a good mystery.
5I’m willing to listen to every side of an argument before I make my own judgment.
6I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me.
7I am horribly, horribly awkward in social situations.
8I’m convinced that people are always trying to steal my secrets.

Ideal

d6Ideal
1Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
2Beauty. What is beautiful points us beyond itself toward what is true. (Good)
3Logic. Emotions must not cloud our logical thinking. (Lawful)
4No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic)
5Power. Knowledge is the path to power and domination. (Evil)
6Self-Improvement. The goal of a life of study is the betterment of oneself. (Any)

Bond

d6Bond
1It is my duty to protect my students.
2I have an ancient text that holds terrible secrets that must not fall into the wrong hands.
3I work to preserve a library, university, scriptorium, or monastery.
4My life’s work is a series of tomes related to a specific field of lore.
5I’ve been searching my whole life for the answer to a certain question.
6I sold my soul for knowledge. I hope to do great deeds and win it back.

Flaw

d6Flaw
1I am easily distracted by the promise of information.
2Most people scream and run when they see a demon. I stop and take notes on its anatomy.
3Unlocking an ancient mystery is worth the price of a civilization.
4I overlook obvious solutions in favor of complicated ones.
5I speak without really thinking through my words, invariably insulting others.
6I can’t keep a secret to save my life, or anyone else’s.

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Player's Handbook 2024

Rock Gnomes

ability score increase:
age:
Size: Small
speed:
Languages:
parent race: Gnome
race features:
As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes.  

Tinker

You know the Mending and Prestidigitation cantrips.   In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device (AC 5, 1 HP), such as a toy, fire starter, or music box. When you create the device, you determine its function by choosing one effect from Prestidigitation; the device produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one of those options for the device when you create it. For example, if you choose the spell’s ignite-extinguish effect, you determine whether the device ignites or extinguishes fire; the device doesn’t do both. You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.

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Level 0 Spells

SRD

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: Two loadstones, or focus
Duration: Instantaneous
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.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

SRD

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: touch
Components: VS
Duration: instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

Level 1 Spells

SRD

Healing Word

1-level Evocation

Casting Time: 1 bonus action
Range/Area: 60 feet
Components: V
Duration: instantaneous
A creature of your choice that you can see within range regains hit points equal to 1d4 + 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 1d4 for each slot level above 1st.
Available for: Bard, Cleric, Druid

SRD

Ray of Sickness

1-level Necromancy

Casting Time: 1 action
Range/Area: 60 feet
Components: VS
Duration: instanataneous
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st
Available for: Sorcerer, Wizard

SRD

Alarm

1-level Abjuration

Casting Time: 1 minute
Range/Area: 30 feet
Components: VSM
Materials: a tiny bell and a piece of fine silver wire, or focus
Duration: 8 hours
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
Available for: Artificer, Ranger, Wizard

Unearthed Arcana

Arcane weapon

1-level Transmutation

Casting Time: 1 bonus action
Range/Area: Self
Components: Verbal, Somatic
Duration: Concentration, up to 1 hour
You channel arcane energy into one simple or martial weapon you’re holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn’t magical, it becomes a magic weapon for the spell’s duration.   As a bonus action, you can change the damage type, choosing from the options above.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.
Available for: Artificer

SRD

Identify

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 minute
Range/Area: touch
Components: VSM
Materials: A pearl worth at least 100 gp and an owl feather
Duration: instantaneous
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.
Available for: Artificer, Bard, Wizard

SRD

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: self (30 foot line)
Components: VSM
Materials: a bit of rotten food, or focus
Duration: Concentration, up to 1 minute
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

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