+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-1 | Strength | |
+2 | Dexterity | |
+6 | Constitution | |
+7 | Intelligence | |
+2 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+7 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+7 | History | INT | |
+5 | Insight | WIS | |
+1 | Intimidation | CHA | |
+7 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+5 | Perception | WIS | |
+1 | Performance | CHA | |
+4 | Persuasion | CHA | |
+4 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +5 | DEX | 1d4+2 | Piercing | |
finesse, light, thrown (20/60) | |||||
Shocking Grasp | +8 | INT | 3d8 | Lightning | |
Cantrip, melee | |||||
Firebolt | +8 | INT | 2d10+1d8 | Fire | |
Cantrip, range (120) |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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). |
Wiki
Magical Item | Attunement |
Alchemy Jug | No |
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Rope of Climbing | No |
Sending Stones | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
Magical Item | Attunement |
Boots of Elvenkind | No |
Cloak of Elvenkind | Yes |
Cloak of the Manta Ray | No |
Eyes of Charming | Yes |
Gloves of Thievery | No |
Lantern of Revealing | No |
Pipes of Haunting | No |
Ring of Water Walking | No |
Magic Item | Attunement |
Boots of Striding and Springing | Yes |
Boots of the Winterlands | Yes |
Bracers of Archery | Yes |
Brooch of Shielding | Yes |
Cloak of Protection | Yes |
Eyes of the Eagle | Yes |
Gauntlets of Ogre Power | Yes |
Gloves of Missile Snaring | Yes |
Gloves of Swimming and Climbing | Yes |
Hat of Disguise | Yes |
Headband of Intellect | Yes |
Helm of Telepathy | Yes |
Medallion of Thoughts | Yes |
Necklace of Adaptation | Yes |
Periapt of Wound Closure | Yes |
Pipes of the Sewers | Yes |
Quiver of Ehlonna | No |
Ring of Jumping | Yes |
Ring of Mind Shielding | Yes |
Slippers of Spider Climbing | Yes |
Ventilating Lungs (Eberron: Rising from the Last War) | Yes |
Winged Boots | Yes |
Magic Item | Attunement |
Amulet of Health | Yes |
Arcane Propulsion Arm (Eberron: Rising from the Last War) | Yes |
Belt of Hill Giant Strength | Yes |
Boots of Levitation | Yes |
Boots of Speed | Yes |
Bracers of Defense | Yes |
Cloak of the Bat | Yes |
Dimensional Shackles | No |
Gem of Seeing | Yes |
Horn of Blasting | No |
Ring of Free Action | Yes |
Ring of Protection | Yes |
Ring of the Ram | Yes |
You were living a difficult life before your destiny suddenly changed through a miraculous turn of good fortune. Perhaps a benevolent deity gave you precisely what you most desired. You might have stumbled across a Deck of Many Things and drawn a card with a potent, positive effect. Or maybe you inherited a modest fortune from a distant relative you didn’t know you had.
Regardless, you left the daily miseries of your old life behind in favor of a life of adventure and excitement. Your old debts have been paid, responsibilities you thought inescapable are behind you, or you suddenly possess rare and unusual skills unknown to ordinary folk.
D6 | Trinket |
---|---|
1 | A perfumed silk scarf from an admirer |
2 | A crystal bead that glows like a candle in the dark |
3 | A letter of introduction and invitation from an influential person in a far-off city |
4 | A motto or symbol whose meaning eludes you, etched on a piece of your equipment |
5 | A crisp playing card that never seems to tear or soil, depicting the card that affected you |
6 | Half a medallion designed to be rejoined to its other half |
D6 | Personality Trait |
---|---|
1 | A safe home is a foundation on which anything else can be built. (Key, Throne) |
2 | I was elevated to heights I could never otherwise attain, and I won’t waste my fortune. (Star, Sun) |
3 | I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester) |
4 | Courage and boldness can carry the day when all else fails. (Comet, Knight) |
5 | My good fortune means I can lift others up as well. (Gem, Moon) |
6 | Having the right answers is the first step to solving any problem, no matter how dire. (Fates, Sage) |
You gain proficiency in any combination of three skills or tools of your choice.
Prerequisite: The ability to cast at least one spell
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Unearthed Arcana
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Transmutation
This spell repairs a single break or tear in an object you touch, such as 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.
SRD
0-level (Cantrip) Evocation
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 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).
0-level (Cantrip) Evocation
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 ).
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
1-level Evocation
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured Objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: 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.
XGE, page 150. Also found in EEPC, page 15.
1-level Abjuration
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
D&D 5e PHB Page 230
1-level Evocation
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.
XGE, page 150. Also found in EEPC, page 15.
1-level Abjuration
The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
Tasha's Cauldron of Everything
1-level Evocation
1-level Divination (ritual)
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.
PHB
2-level Evocation
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Ranged Spell Attack | 2d6 | Fire Damage |
---|
PHB
2-level Evocation
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
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
Saving Throw | Constitution |
---|---|
3d8 | Thunder Damage |
Area of Affect | 10-foot-raidus Sphere |
2-level Conjuration
You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the Duration. The webs are difficult terrain and lightly obscure their area. If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is Restrained as long as it remains in the webs or until it breaks free. A creature Restrained by the webs can use its Actions to make a Strength check against your spell save DC. If it succeeds, it is no longer Restrained. The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.
2-level Transmutation
2-level Conjuration
Player's Handbook
2-level Transmutation
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects: the target gains the effect until the spell ends.
Statblocks for your Trinkets, businesses, building, castles, empires.