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Sprocket

8 Level (0/48000 XP for level-up) Rewarded Background Kobold Race / Species / Heritage Chaotic Good Alignment
Artificer (Artillerist)
Level 8
Hit Dice: 8/8
1d8+3 Class 1

STR
8
-1
DEX
14
+2
CON
16
+3
INT
18
+4
WIS
14
+2
CHA
12
+1
77
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+3
Prof. Bonus
30/60/-
Speed (walk/run/fly)
15
Passive Perception
2 / 3
Draconic Roar (LR)
2 / 4
Flash of Genius (LR)
0 / 1
Eldritch Cannon (LR)
Spellcasting ...
+8 Attack mod
INT Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
-1 Strength
+2 Dexterity
+6 Constitution
+7 Intelligence
+2 Wisdom
+1 Charisma
saving throws
+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
skills
+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
Skills
  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)
Attacks

Spell Book

Air Filled with Smog
You have Damage Reduction to Poison- and Acid-Damage equal to your PB/Con-Mod, whichever is higher.

Features & Traits
Active Infusions (3/3): Alchemy Jug, Enhanced Arcane Focus (Arcane Firearm), Alchemist's Favourite Can
Attuned Items (2/3): Enhanced Arcane Focus (Arcane Firearm), Cloak of Displacement
Magical Tinkers (1/4): Small glowing pebble
Equipment during Combat: Breastplate, Shield, Arcane Firearm
Locket of the Stolen Heart: Wooly Bookworm's Paper Heart (+10 HP)

Eldritch Cannon Stats:
All Forms:
18 AC, 40 HP
Small/Tiny (Can be carried in 1 Hand if tiny)
Immune to Poison, Psychic, All Conditions
All Ability Scores are 10
15ft. Walk/Climb Speed (if it has Legs)
60ft. Activation Range

Force Ballista:
Ranged Spell Attack, 120ft. Range, 2d8 Force dammage, pushes target 5ft. on hit.

Flamethrower:
Dex Save, 15ft. Cone, 2d8 Fire dammage, ignites flamable things

Protector:
Allies and self, 10ft. Radius, 1d8+4 Temp-HP

Magic Items:
Locket of the Stolen Heart:
Prevents the loss of Max-HP.
Additionally you can force the heart of a creature inside, gaining some of it's Strength.

Potion of Time:
Drinking this potion instantly recharges all uses of one of your features, that normally recharge on a Short/Long Rest

Tape of Mending:
This Tape allows the user to cast Mending with 1 Action, only needing 6 seconds to repair anything.
You can spend Half of the entire Tape to repair one Magical item of Uncommon or lower Quality (or the full Tape for an Item of Rare Quality). If you perform this Action twice (or once for Rare) the Tape Roll will be empty and useless.

Cloak of Displacement:
Enemies have Disadvantage against you untill you get hit. This effect refreshes at the start of your Turn

Deck of Tomfoolery:
10 Cards Total, I still have these:
  • Voy Queen
  • Rainbow Swirl
  • Machine Wheels

  • My Mechagical Arm:
    Force Cannon:
    Fires a force projectile, which is a Ranged attack, scales with Int, 30 feet Range, 1d10 force damage. (2/day)

    Venom Injector:
    Injects a creature with poison. Its Range Touch, DC 15 Con save or be poisoned for 1 min, save repeated at the end of the turn. (1/day)

    Gravity Well:
    Creates a localized field of gravity, pulling creatures in a 15-foot radius 5 feet closer. (1/day)

    Musical Fingers:
    The arm can produce sounds, mimicking instruments or voices.

    Throwables:
    Acid Vial: 2d6 Acid Damage
    Alchemists Fire: 1d4 Fire Damage per turn for 1 minute, 1 Action to put out.
    Paralytic Poison: ???
    Gunpowder Bomb: ???

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
    +1d8 Damage & Ignore Half-Cover to all Artificer-Spells cast through the Arcane Firearm

    Draconic Legacy (Int)
    Cantrip: Mending

    Artificer (Int)
    Cantrip: Firebolt, Shocking Grasp
    1st: Shield, Thunderwave, Catapult, Cure Wounds, Absorb Elements, Caustic Brew, Identify
    2nd: Scorching Ray, Shatter, Web, Vortex Warp, Enhance Ability

    No more Knowledge about: Grease,
    Spellcasting
    Weapons: Simple
    Armor: Light, Medium, Shields
    Tools (Expertise): Thieves Tools, Tinker's Tools, Woodcarver's Tools, Smith's Tools, Dragon Chess
    Languages: Common, Draconic, Undercommon
    Known Infusion: Enhanced Defense, Enhanced Arcane Focus, Armor of Magical Strength, Mind Sharpener, Alchemy Jug, Cloak of the Manta Ray, Reapers Brakes, Tinkerer's favourite Can
    Feats: Skilled (Background), Warcaster (Lvl 4), Remarkable Recovery (Lvl 8)

    Languages & Proficiencies


    ™ & © 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

    The statblocks of your class features

    Tasha's Cauldron of Everything p9, DnD Beyond

    Artificer

    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
    hit dice: 1d8 per level
    hit points at 1st level: 8 + Constitution modifier
    hit points at higher levels: 1d8 + Constitution modifier per level
    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 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
    Alternatively, you may start with 5d4 x 10 gp to buy your own 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 (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.

    Cantrips (0-Level Spells)
    At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.
    When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.

    Preparing and Casting Spells
    The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.
    You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.
    For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.
    You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

    Spellcasting Ability
    Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

    Spell save DC = 8 + your proficiency bonus + your Intelligence modifier

    Spell attack modifier = your proficiency bonus + your Intelligence modifier

    Ritual Casting
    You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

    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.

    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.

    Artificer Specialist
    At 3rd level, you choose the type of specialist you are, 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.

    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.

    Proficiency Versatility
    When you gain the Ability Score Improvement feature from your class, you can also replace one of your skill proficiencies with a skill proficiency offered by your class at 1st level (the proficiency you replace needn't be from the class).
    This change represents one of your skills atrophying as you focus on a different skill.

    Artificer Specialist Feature
    At 5th level, you gain a feature granted by your Artificer Specialist choice.

    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:
    Artificer (Artillerist)   WiP: Alchemist, Armorer, Battle Smith

    Tasha's Cauldron of Everything p17

    Artificer (Artillerist)

    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
    hit dice: 1d8 per level
    hit points at 1st level: 1d8 + Constitution modifier
    hit points at higher levels: 1d8 + Constitution modifier per level
    armor proficiencies: No additional armor proficiencies.
    weapon proficiencies: No additional weapon proficiencies.
    tools: This subclass gains proficiency with the either the woodcarver's tools or another type of artisan's tools at 3rd level (see Tool Proficiency feature).
    saving throws: No additional saving throw proficiencies.
    skills: No additional skill proficiencies.
    starting equipment:
    No additional equipment.
    spellcasting:
    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 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
    class features:
    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.

    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 and 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 (+0). 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.

    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).

    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 1d8 .
    • 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 15th 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.
    subclass options:
    This is one of the subclasses available to Artificers. For other subclasses, see Artificer.

    Wiki

    Artificer Infusions (Wiki)

    Artificer infusions are extraordinary processes that rapidly turn a nonmagical object into a magic item. The description of each of the following infusions details the type of object 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.
    hit dice:
    hit points at 1st level:
    hit points at higher levels:
    armor proficiencies:
    weapon proficiencies:
    tools:
    saving throws:
    skills:
    starting equipment:
    spellcasting:
    class features:

    Arcane Propulsion Armor

    Prerequisite: 14th-level artificer Item: A suit of armor (requires attunement)   The wearer of this armor gains these benefits:   The wearer's walking speed increases by 5 feet. The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack's target, then immediately returns to the wearer and reattaches. The armor can't be removed against the wearer's will. If the wearer is missing any limbs, the armor replaces those limbs - hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace. Armor of Magical Strength Item: A suit of armor (requires attunement)   This armor has 6 charges. The wearer can expend the armor's charges in the following ways:   When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier. If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone. The armor regains 1d6 expended charges daily at dawn.  

    Armor of Tools (UA)

    Item: A suit of armor   As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.  

    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 +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.  

    Helm of Awareness

    Prerequisite: 10th-level artificer Item: A helmet (requires attunement)   While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.  

    Homunculus Servant

    Item: A gem or crystal worth at least 100 gp   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, which uses your proficiency bonus (PB) in several places.   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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.   The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.   Homunculus Servant Tiny construct Armor Class: 13 (natural armor) Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level) Speed: 20 ft., fly 30 ft. STR DEX CON INT WIS CHA 4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 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 60 ft., passive Perception 10 + (PB x 2) Languages: understands the languages you speak Challenge: — Proficiency Bonus (PB): equals your bonus 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 feet of you.

    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.  

    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 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.  

    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. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.   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 Magic Items (2nd-Level Artificer)

    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

    Replicable Magic Items (6th-Level Artificer)

    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

    Replicable Magic Items (10th-level artificer)

    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
     

    Replicable Magic Items (14th-level artificer)

    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
     

    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 1d4 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.  

    Spell-Refueling Ring

    Prerequisite: 6th-level artificer Item: A ring (requires attunement)   While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can't be used again until the next dawn.
    subclass options:

    Rewarded

    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.

    Skill Proficiencies Insight, Persuasion
    Tool Proficiencies One gaming set of your choice (such as playing cards or three-dragon ante cards)
    Languages One of your choice
    Equipment
    • A bottle of black ink
    • An ink pen
    • Five sheets of paper
    • A gaming set (matching your chosen proficiency)
    • A signet ring
    • A set of fine clothes
    • A pouch containing 18 gp.

    Features

    Fortune’s Favor

    Your unexpected good fortune is reflected by a minor boon. You gain the Lucky, Magic Initiate, or Skilled feat (your choice). Your choice of feat reflects the transformation that changed your life. An encounter with a genie who gave you three wishes might have resulted in magical powers represented by Magic Initiate. If you paid off all your family debts with a fortuitous round of three-dragon ante, you might be Lucky instead. Alternatively, you could use the Skilled feat to reflect whatever trial you endured to secure your new destiny and to model the knowledge and abilities imparted to you by whatever force transformed your life.

    Rewarded Trinkets

    When you make your character, you may roll once on the Rewarded Trinkets table, instead of on the Trinkets table in the Player's Handbook, for your starting trinket.
    D6Trinket
    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

    Suggested Characteristics

    Building a Rewarded Character

    Rewarded characters have varied histories, but they have one thing in common: they were down on their luck before their lives abruptly turned around. They might have given up all hope of a happier life, only to suddenly get a second chance. A rewarded character has often spent many years struggling to escape painful circumstances. Now, extricated from the (sometimes literal) prison that was their former life, they throw their cares to the wind and become adventurers.
    If your character’s life was changed by a Deck of Many Things, consider which card was responsible. Perhaps the Fates card undid a tragic mistake your character made in their youth. The Gem card could have wiped out debts incurred over a lifetime. Maybe the Sage card provided the advice needed to escape a hopeless situation, the Star card increased an ability score to its current value, or a Wish spell cast after drawing the Moon card transformed your character from a peddler to a fledgling sorcerer infused with magic and new knowledge and skills. If you’re making a character at higher than 1st level, magic items they have could have been granted by the Key or Sun card.
    Your character’s perspective on life has changed thanks to their new destiny. The Rewarded Personality Traits table suggests traits you might adopt for your character and cards from the Deck of Many Things that might have prompted this trait.

    Traits

    D6Personality Trait
    1A safe home is a foundation on which anything else can be built. (Key, Throne)
    2I was elevated to heights I could never otherwise attain, and I won’t waste my fortune. (Star, Sun)
    3I try to be a source of inspiration and joy to others. Life is never as bad as you think! (Euryale, Jester)
    4Courage and boldness can carry the day when all else fails. (Comet, Knight)
    5My good fortune means I can lift others up as well. (Gem, Moon)
    6Having the right answers is the first step to solving any problem, no matter how dire. (Fates, Sage)

    Skilled

    You gain proficiency in any combination of three skills or tools of your choice.
     

    War Caster

    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:

    • You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
    • You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
    • When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.

     

    Remarkable Recovery

    Your body has begun to adapt extremely well to healing itself through extraordinary means, gifting you the following benefits:

    • Increase your Constitution score by 1, to a maximum of 20.
    • Whenever you are successfully stabilized while dying, you regain hit points equal to your Constitution modifier (minimum of 1).
    • Whenever you regain hit points as a result of a spell, potion, or class feature (but not this feat), you regain additional hit points equal to your Constitution modifier (minimum of 1).

     

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    Unearthed Arcana

    Kobold

    Some of the smallest draconic creatures in the multiverse, kobolds display their draconic ancestry in the glint of their scales and in their roars.
    ability score increase: Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1.
    age:
    Size: Small
    speed: 30ft
    Languages:
    race features:

    Darkvision

    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 discern colors in that darkness only as shades of gray.  

    Draconic Legacy

    The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options when you select this race: You have advantage on saving throws to avoid or end the frightened condition on yourself. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race). You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike.  

    Draconic Roar

    As a bonus action, you let out a draconic roar at your enemies within 10 feet of you. Until the end of your next turn, you and your allies have advantage on attack rolls against any of those enemies who could hear the roar. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    Statblocks for companions, followers and other allies.

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    Level 0 Spells

    PHB

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    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.

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

    SRD

    Firebolt

    0-level (Cantrip) Evocation

    Casting Time 1 action
    Range 120 feet
    Duration Instantaneous
    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): Sorcerer, Wizard

    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): Sorcerer, Wizard

    Level 1 Spells

    Shield

    1-level Abjuration

    Casting Time 1 reaction
    Range Self
    Duration 1 round
    Components V, S

    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.

    Class(es): Sorcerer, Wizard

    Thunderwave

    1-level Evocation

    Casting Time 1 action
    Range Self (15-foot cube)
    Duration Instantaneous
    Components V, S

    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.

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

    XGE, page 150. Also found in EEPC, page 15.

    Catapult

    1-level Abjuration

    Casting Time 1 action
    Range 60 ft.
    Duration Instantaneous
    Components S

    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.

    Class(es): Artificer, Sorcerer, Wizard

    D&D 5e PHB Page 230

    Cure Wounds

    1-level Evocation

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

    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

    XGE, page 150. Also found in EEPC, page 15.

    Absorb Elements

    1-level Abjuration

    Casting Time 1 Reaction
    Range Self
    Duration 1 Round
    Components S

    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.

    Class(es): Ranger

    Tasha's Cauldron of Everything

    Caustic Brew

    1-level Evocation

    Casting Time: 1 Action
    Range/Area: Self (30-foot line)
    Components: V, S, M
    Materials: a bit of rotten food
    Duration: Concentration, up to 1 minute
    Attack/Save: Dex Save
    Damage/Effect: Acid
    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 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
    Available for: Artificer, Wizard, Sorcerer

    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)

    Level 2 Spells

    PHB

    Scorching Ray

    2-level Evocation

    Casting Time 1 Action
    Range 120 feet
    Duration Instantaneous
    Components V S

    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.

    Class(es): Cleric, Sorcerer, Warlock, Wizard

    Ranged Spell Attack 2d6 Fire Damage

    PHB

    Shatter

    2-level Evocation

    Casting Time 1 Action
    Range 60 feet
    Duration Instantaneous
    Components V S M
    Materials (a chip of mica)

    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

    Class(es): Bard, Cleric, Sorcerer, Warlock, Wizard

    Saving ThrowConstitution
    3d8 Thunder Damage
    Area of Affect10-foot-raidus Sphere

    Web

    2-level Conjuration

    Casting Time 1 action
    Range 60 feet
    Duration Concentration, Up to 1 hour
    Components V, S, M
    Materials A bit of spiderweb

    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.

    Class(es): Sorcerer, Wizard

    Heat Metal

    2-level Transmutation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V, S, F
    Duration: Concentration, up to 1 minute
    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 3 or more spell points, the damage increases by 1d8 for each additional point spent over 2.
    Available for: Druid, Wizard

    Warp

    2-level Conjuration

    Casting Time: 1 action
    Range/Area: 90 feet
    Components: V,S
    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: 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

    Player's Handbook

    Enhance Ability

    2-level Transmutation

    Casting Time 1 action
    Range Touch
    Duration Concentration, 1 hour
    Components V,S,M (fur or a feather from a beast)

    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.

    • Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
    • Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
    • Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated.
    • Eagle’s Splendor. The target has advantage on Charisma checks.
    • Fox’s Cunning. The target has advantage on Intelligence checks.
    • Owl’s Wisdom. The target has advantage on Wisdom checks.

     
    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.

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

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