+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+1 | Dexterity | |
+4 | Constitution | |
+7 | Intelligence | |
+1 | Wisdom | |
+2 | Charisma |
+1 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+4 | Arcana | INT | |
-1 | Athletics | STR | |
+5 | Deception | CHA | |
+4 | History | INT | |
+1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+7 | Investigation | INT |
+4 | Medicine | WIS | |
+7 | Nature | INT | |
+1 | Perception | WIS | |
+2 | Performance | CHA | |
+5 | Persuasion | CHA | |
+4 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bonesaw | +7 | INT | 1d8 | Slashing | |
Versatile (1d10) |
Lucky, Poisoner (DC 15)
6 Poisoner's Poisons
2 Carrion Crawler Mucus
Thieves’ Tools, Tinker’s Tools, Brewer's Supplies, Smith’s Tools, Carpenter's Tools, Calligrapher's Supplies, Alchemist's Supplies
Breastplate
Bone saw (Longsword)
Dust of Sneezing and Choking
7 Pearls.
Thieves’ Tools, Tinker’s Tools, Brewer's Supplies, Smith’s Tools, Carpenter's Tools, Calligrapher's Supplies, Alchemist's Supplies
Light and Medium armor and Shields
Simple weapons, Martial weapons
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
A Battle Smith is a combination of protector and medic, an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are accompanied by a Steel Defender, a protective companion of their own creation.
LEVEL 3: TOOL PROFICIENCY
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. In addition, when you craft an ordinary or magic weapon, the amount of time required to craft it is halved.
LEVEL 3: BATTLE SMITH SPELLS
When you reach an Artificer level specified in the Battle Smith Spells table, you thereafter always have the listed spells prepared.
LEVEL 3: BATTLE READY
Your combat training and your experiments with magic have paid off in two ways:
LEVEL 3: STEEL DEFENDER
Your tinkering has borne you a companion, a Steel Defender (see the stat block). You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics. The Steel Defender is Friendly to you and your allies and obeys you. It vanishes if you die.
The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action.
Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend a spell slot. The defender returns to life after 1 minute with all its Hit Points restored. Whenever you finish a Long Rest, you can create a new Steel Defender if you have Smith’s Tools in hand. If you already have a defender from this feature, the first one vanishes.
LEVEL 5: EXTRA ATTACK
You can attack twice instead of once whenever you take the Attack action on your turn.
LEVEL 9: ARCANE JOLT
When either you hit a target with an attack roll using a magic weapon or your Steel Defender hits a target, you can channel magical energy through the strike to create one of the following effects:
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 a turn. You regain all expended uses when you finish a Long Rest.
LEVEL 15: IMPROVED DEFENDER
Your Arcane Jolt and Steel Defender have become more powerful, granting these benefits:
You gain the following benefits.
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
You gain the following benefits.
Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
Brew Poison. You gain proficiency with the Poisoner’s Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you hit with the poisoned item, whichever is shorter. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
You gain the following benefits.
Tool Proficiency. You gain proficiency with three different Artisan's Tools of your choice from the Fast Crafting table.
Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart.
Artisan's Tools | Crafted Gear |
---|---|
Carpenter's Tools | Ladder, Torch |
Leatherworker's Tools | Case, Pouch |
Mason's Tools | Block and Tackle |
Potter's Tools | Jug, Lamp |
Smith's Tools | Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot |
Tinker's Tools | Bell, Shovel, Tinder Box |
Weaver's Tools | Basket, Rope, Net, Tent |
Woodcarver's Tools | Club, Greatclub, Quarterstaff |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
MOD | SAVE | ||
---|---|---|---|
STR | 16 | +3 | +3 |
DEX | 11 | +0 | +0 |
CON | 16 | +3 | +3 |
MOD | SAVE | ||
INT | 0 | -5 | -5 |
WIS | 10 | +0 | +0 |
CHA | 3 | -4 | -4 |
Steel Bond. Add your Proficiency Bonus to any ability check or saving throw the defender makes.
Force-Empowered Rend. Melee Attack Roll: Bonus equals your spell attack modifier, reach 5 ft. Hit: 1d8 + 2 plus your Intelligence modifier Force damage.
Repair (3/Day). The defender, or one Construct or object it can see within 5 feet of it, regains a number of Hit Points equal to 2d8 plus your Intelligence modifier.
Deflect Attack. Trigger: A creature the defender can see within 5 feet of it makes an attack roll targeting a different creature. Response: The triggering creature makes the attack roll with Disadvantage.
Statblocks for your spells.
Basic Rules, pg. 259
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
You touch a willing creature and choose a skill. Until the spell ends, the creature adds 1d4 to any ability check using the chosen skill.
1-level Enchantment
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns.
When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
An imperceptible barrier of magical force 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.
Player's Handbook (2024)
Player's Handbook (2024)
You make yourself including your clothing, armor, weapons, and other belongings on your person look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.
To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a common, uncommon or rare magical 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. Beyond that, you learn whether any spells or magical effects up to 3rd level are affecting the item or created it, and have thereon advantage on INT (Arcana) checks to identify what they are, though not automatically how to annulate them.
If you instead touch a creature throughout the casting, you learn if any spells or magical effects up to 3rd level are currently affecting it, and have thereon advantage on INT (Arcana) checks to identify what they are, though not automatically how to annulate them.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can furthermore identify very rare items and spells / magical effects up to 5th level. This effect increases to legendary items and 7th level spells / magical effects when using a spell slot of 5th level or higher, as well as to artifact items and 9th level spells / magical effects when using a spell slot of 7th level or higher.
PHB
1-level Transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
Player's Handbook (2024)
PHB
2-level Transmutation
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.
Statblocks for your Trinkets, businesses, building, castles, empires.