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Alufi Lorilla of Nackle (Lufi)

Gadgetsmith 1 Class & Level
Guild Artisan Background
Gnome (Artificer) Race
Lawful Good Alignment

Strength 8
-1
Dexterity 15
+2
constitution 11
+0
intelligence 17
+3
wisdom 12
+1
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+0
+2 proficiency bonus
-1 Strength
+2 Dexterity
+2 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
+1 Animal Handling
+5 Arcana
-1 Athletics
+0 Deception
+3 History
+3 Insight
+0 Intimidation
+5 Investigation
+1 Medicine
+3 Nature
+1 Perception
+0 Performance
+2 Persuasion
+3 Religion
+4 Sleight of Hands
+2 Stealth
+1 Survival
skills Thieve's Tools | d20+4   Tinkerer's tools | d20+5
  proficiencies

 
13
Armor Class
8
Hit Points
+2
Initiative
25
Speed
Dagger 1d20+2 1d4+2 20/60
Repeating Hand crossbow 1d20+2 1d6+2 30/120
Attacks
Armor: Light armor, medium armor
Weapons: Simple weapons, hand crossbows, heavy crossbows
Proficiences
Copper | 95
Silver | 0
Electrum | 0
Gold | 39
Platinum | 0

Piton | 10
Torches | 10
Rations | 10
Rope | 50 Ft
Dagger | 2
Equipment
I always want to know how things work and what makes people tick.
Personality Traits
I'm committed to the people I care about, not ideals.
Ideals
One day i will return to my guild and prove that I am the greatest artisan of them all.
Bonds
I'm never satisfied with what I have--I always want more.
Flaws
Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. Tinkers, pewterers, and casters



Features & Traits

Heroes Enabled

The statblocks of your Weapons, armor and other important/magical equipment

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

DnD 5e Players handbook

Clothes, Travelers

Adventuring Gear Common

A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.

Cost: 2 gp Weight: 4 lb.


 

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

DnD 5e SRD SRD

Dagger

Melee Weapon Finesse, Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD

Backpack

Adventuring Gear Common

A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear.   You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

Cost: 2gp Weight: 5lb


 

Crowbar

Adventuring Gear Common

Using a crowbar grants advantage to strength checks where the crowbar's leverage can be applied.

Cost: 2gp Weight: 5lb


 

Hammer

Adventuring Gear Common

This one-handed hammer with an iron head is useful for pounding pitons into a wall.

Cost: 1gp Weight: 3lbs


 

Piton

Adventuring Gear Common

When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.

Cost: 5cp Weight: 1/4lb


 

DnD 5e SRD

Torch

Adventuring Gear Common

A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

Cost: 1cp Weight: 1lb


 

DnD 5e SRD

Tinderbox

Adventuring Gear Common

This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch -- or anything else with abundant, exposed fuel -- takes an action. Lighting any other fire takes 1 minute.

Cost: 5sp Weight: 1lb


 

DnD 5e SRD

Rations (1 day)

Adventuring Gear Common

Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

Cost: 5sp Weight: 2lb


 

DnD 5e SRD

Waterskin

Adventuring Gear Common

A waterskin can hold 4 pints of liquid.

Cost: 2sp Weight: 5lb


 

DnD 5e SRD

Rope, Hempen

Adventuring Gear Common

Rope, has 2 hit points and can be burst with a DC 17 Strength check.

Cost: 1gp Weight: 10lb


 

Dnd 5e SRD SRD

Leather Armor

Light Armor Common

The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

Type AC STR Req. Stealth Dis. Properties
Light 11 + Dex Modifier

Cost: 10 gp Weight: 10 lb


 

The statblocks of your class features

Artificer


Hit Points

Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + Constitution modifier

Proficiences

Armor: Light Armor, Medium Armor
Weapons: Simple, Hand Crossbows, Heavy Crossbows
Tools: Thieves’ tools, one other tool of your choice.
Saving Throws: Constitution, Intelligence
Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand.

Overview & Creation

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Artificers are arcane engineers, students of invention and warfare who craft deadly firearms, ingenious gadgets, magical armor, and mechanical beings that they can augment with magic. All artificers are united by their curious and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.


Class Features

Artificer Specialization

At 1st level, you focus your craft on a particular specialization: Gadgetsmith, Golemsmith, Infusionsmith, Potionsmith, Thundersmith, Warsmith or Fleshsmith, each of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 5th, and 14th level.  

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals without material components.  

Tool Expertise

Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.  

Specialization Upgrade

Your expert craftsmanship allows you to improve, modify, or add to your specialization's features.. Starting at 3rd level, choose an upgrade from the list at the end of your specialization, and gain the benefits listed in the description of the Upgrade. You select an additional Upgrade at 5th, 7th, 9th, 11th, 13th, 15th, 17th, and 19th level. You cannot select an Upgrade more than once, unless the Upgrade's description says otherwise. Whenever you level up, you can exchange one of your existing upgrades for another upgrade of the same level requirement as the replaced upgrade. In any case that a specialization allows an Upgrade to be swapped out, Upgrades must always be selected as if the Artificer is the level they were when they got that Upgrade slot. For example, if you replace your Stormforged Weapon and reselect all of your upgrades as a 5th level Artificer, you could select one 3rd level upgrade and one 5th level upgrade, or two 3rd level upgrades, but you would not be able to select two 5th level upgrades.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 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.  

Arcane Reconstruction

At 6th level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Artificer spell list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.  

Cross Disciplinary Knowledge

At 6th level, you can expand on your knowledge across fields. You gain one the following features: Stormforged Weapon, Infused Armament, Alchemical Reagents Pouch and Alchemical Fire or Alchemical Acid, or an unrestricted Gadgetsmith Upgrade. If you select a Stormforged Weapon that requires ammunition, you gain the knowledge required to make the ammunition. If this selection is lost or destroyed, you can remake it following the rules for remaking the select item in subclass.  

Wondrous Items Proficiency

At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items. Additionally, you can now attune to 4 magical items at once.  

Improved Magical Crafting

At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take. Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.  

Wondrous Item Recharge

Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a spell slot level of a spell cast by the item. The number of charges or uses restored to the item is equal to the number of charges or uses required to cast that spell using the item once.  

Study of Magic

At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.

Wondrous Item Mastery

Starting at 18th level you can activate a magic item that would normally take an action as a bonus action instead. Additionally, you can attune to 5 magical items at a time.  

Peerless Inventor

At 20th level, your mind is always thinking of new options and clever solutions. You can select and create temporary version of an Upgrade from your subclass you are qualified to take but do not have with a level requirement of 11th level or lower as an action. You have this upgrade until you complete a short rest. You cannot select another temporary Upgrade in this fashion until you complete a short or long rest.


Starting Equipment

  • (a) a light crossbow and quiver of 20 bolts or (b) any two simple weapons.
  • (a) scale mail, (b) leather armor, or (c) chain mail.
  • thieves’ tools and a dungeoneer’s pack


Spellcasting

As part of your study of magic, you gain the ability to cast spells at 2nd level. The spells you learn are limited in scope, primarily concerned with modifying creatures and objects or creating items.   Spell Slots   The artificer table shows how many spell slots you have to cast your artificer spells of 1st level and higher. To cast one of your Artificer spells, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   Spells Known of 1st Level and Higher   You know three 1st-level spells of your choice from the artificer spell list.   The Spells Known column of the Artificer table shows when you learn more Artificer spells of your choice. Each of these spells must be of a level for which you have spell slots. For instance, when you reach 5th level in this class, you can learn one new spell of 1st or 2nd level. Additionally, when you gain a level in this class, you can choose one of the Artificer spells you know and replace it with another spell from the Artificer spell list, which also must be of a level for which you have spell slots.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier.
Spell attack modifier = your proficiency bonus + your Intelligence modifier.
  Spellcasting Focus   You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, "Equipment" in the Player’s Handbook for various arcane focus options.


Subclass Options


LevelProficiency BonusFeaturesSpells Known1st2nd3rd4th5thUpgrades
1st+2Artificer Specialization, Magic Item Analysis--------------
2nd+2Spellcasting, Tool Expertise32----------
3rd+2Artificer Specialist Feature, Specialization Upgrade43--------1
4th+2Ability Score Improvement43--------1
5th+3Artificer Specialist Feature542------2
6th+3Arcane Reconstruction, Cross Disciplinary Knowledge542------2
7th+3Wondrous Item Proficiency643------3
8th+3Ability Score Improvement643------3
9th+4--7432----4
10th+4Improved Magical Crafting, Wondrous Item Recharge7432----4
11th+4Study of Magic8433----5
12th+4Ability Score Improvement8433----5
13th+5--94331--6
14th+5Artificer Specialist Feature94331--6
15th+5--104332--7
16th+5Ability Score Improvement104332--7
17th+6--11433318
18th+6Wondrous Items Mastery11433318
19th+6Ability Score Improvement12433329
20th+6Peerless Inventor12433329

Gadgetsmith

A Gadgetsmith is an Artificer whose curiosity and inventive genius have run rampant. While other Artificers may spend their whole career perfecting a single-minded pursuit, a Gadgetsmith believes that quantity is at least as good as quality. Quick footed and quicker witted, a Gadgetsmith is never caught without another trick up their sleeve. Their minds are always jumping ahead to solve the next problem with a clever gadget. A Gadgetsmith can come from any walk of life, but usually exemplifies a curiosity and distaste for the suppression of knowledge or technology, usually favoring freedom to experiment, leaning toward more Chaotic behaviors.

Gadgetsmith's Proficiency

When you choose this specialization at 1st level, you gain proficiency with nets, rapiers, whips, and tinker's tools.

Essential Tools

At 1st level, you've mastered the creation of the essential reusable tools for surviving the battlefield as a gadgeteer. You have the following items:
  • Grappling Hook. As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it.
  • Smoke Bomb. As an action, you can use this to cast fog cloud centered on yourself without expending a spell slot. It lasts a number of rounds equal to your intelligence modifier and does not require concentration.
  • Gadgetsmith Weapon. Pick one of Boomerang of Hitting, Impact Gauntlets, Lightning Baton, Repeating Crossbow, or Shock Generator from the upgrade section. You receive this upgrade and it does not count against your upgrade total.

Additional Upgrade

At 3rd level, you've mastered the essential tools, and have begun to tinker with ways to expand your arsenal. The number of upgrades you have for your class level is increased by one. The number of additional upgrades you get increases by one more at 5th level to two more than the class table.

Recycle Gadgets

Starting at 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade its place. You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 9th level, you can only have one upgrade that has a prerequisite of 9th level). Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.

Extra Attack

Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.

Combat Gadgets

Beginning at the 14th level, when you take the Attack action, you can replace an attack with using any gadget that requires an action to use.

Gadgetsmith Upgrades

Unrestricted Upgrades

Airburst Mine

You create a mechanical device capable of producing a evastating blast. You can use this device to cast shatter or hunderburst mine without expending a spell slot. Once used, the gadget cannot be used again until you complete a short or long rest.

Boomerang of Hitting

You create a magical boomerang. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d4 bludgeoning damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14. Special: When this weapon is Thrown, you can target two creatures within 10 feet of each other, making a separate attack roll against each target. This weapon returns to your hand after you make an attack with it using the Thrown property.

Belt of Adjusting Size

You create a belt with a creature size dial on it. While you are wearing this belt, you can use an action to cast Enlarge/Reduce on yourself. Once you use this gadget, you cannot use it again until you complete a short or long rest.

Element Eater

You create a device capable of absorbing incoming elemental damage. You can activate this device and cast absorb elements without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.

Enhanced Grappling Hook

You enhance your grappling hook, increasing its range to 30 feet. Additionally, the enhanced power of the grappling hook means that when pulling yourself to a larger or larger creature or object, you can drag one medium or smaller willing or grappled creature within 5 feet of you with you.

Fire Spitter

You create a gadget that creates a quick blast of fire. As an action, you can cast Aganazzar's Scorcher with this gadget without expending a spell slot, but the gadget cannot be used again until you complete a short or long rest.

Flashbang

You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn. Once you use this gadget, you cannot use it again until you complete a short or long rest.

Gravity Switch

You build a switch that turns off gravity. You can use it to cast fall without expending a spell slot. Once you this gadget, you cannot use it again until you complete a short or long rest.

Impact Gauntlet

You create a magic weapon capable of amplifying the impact of your blows. You have proficiency in this weapon, and it has the Finesse, Light and Special properties. It deals 1d8 bludgeoning damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14. Special: When you make an attack roll, you can choose to forgo adding your Proficiency modifier to the attack roll. If the attack hits, you can add double your Proficiency modifier to the damage roll. You can apply this upgrade up to 2 times, making a separate item each time.

Jumper Cable Prerequisite: Requires Shock Generator.

When you cast shocking grasp with your shock generator, you can add your Intelligence modifier to the damage dealt. Additionally, you can make a DC 10 Intelligence (Medicine) to revive an unconscious companion. If you succeed this check, they regain consciousness with 1 hitpoint and a number of temporary hit points equal to your Artificer level, but they gain 1 level of exhaustion.

Lightning Baton

You create a baton that channels lightning, creating a magic weapon. You have proficiency in this weapon. It has the Finesse and Light properties. It deals 1d4 bludgeoning damage and 1d4 lightning damage on hit. On an attack roll of 20 with this weapon, the target must succeed a Constitution saving throw against your Spell Save DC or become stunned until the start of your next turn. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14. You can apply this upgrade up to 2 times, making a separate item each time.

Mechanical Arm

You create a mechanical arm, giving an extra hand. This mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you additional actions.

Mechanical Familiar

You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to animate it, and cast find familiar. The familiar's type is Construct. This construct stays active until you deactivate it or it is destroyed. In either case, you can choose to reactivate it at the end of a long rest.

Jumping Boots

You modify your boots with arcane boosters. While wearing these boots, you are under the effects of the jump spell.

Net Launcher

You build a device capable of delivering nets to their targets more effectively. While you have this upgrade, nets have a range of 20/60 for you.

Repeating Hand Crossbow

You build an improved hand crossbow. You have proficiency in this weapon, and it has the Ammunition (range 30/120), Light, and Special properties and deals 1d6 piercing damage. At level 5, this weapon gains a +1 to attack and damage rolls; this increases to a +2 at level 14. Special: This weapon does not require a free-hand to load, as it has a built in loader. Once per turn, when you take the Attack action with this weapon and have advantage on an attack, you can forgo advantage on an attack to make one additional weapon attack (also without advantage) with this weapon against the same target as a bonus action.

Shock Generator

You create a device capable of generating potent shocks. You can use this to cast shocking grasp . When you cast shocking grasp with this feature, you can use either your Dexterity or Intelligence modifier for the melee spell attack roll.

Shocking Hook Prerequisite: Requires Shock Generator

You can integrate your Shock Generator and your Grappling Hook. If the target of your Grappling Hook is a creature, you can cast shocking grasp using your Shock Generator on that creature as a bonus action when pulling it to you or being pulled to it.

Sight Lenses

You create a set of lenses you can integrate into a set of goggles, glasses, or other vision assistance that allow you to see through obscurement. You can see through fog, mist, smoke, clouds, and non-magical darkness as normal sight up to 15 feet.

Smoke Cloak

You create a cloak that causes you to blend in with smoke. When you start your turn lightly or heavily obscured by smoke, you are invisible until your turn ends, you cast a spell, make an attack, or damage an enemy.

Striding Boots

You modify your boots with amplified striding speed. While wearing these boots, you are under the effects of the longstrider spell.

5th Level Upgrades

Autonomous Crossbow

You modify a crossbow to be able to aim and fire and its own. As an action, you can deploy a tiny construct. Once deployed, the tiny construct can be fired as a bonus action making an attack from where it is deployed. You make a ranged spell attack, and if the attack hits it deals 1d6 + your intelligence modifier piercing damage. The construct becomes inactive after 1 minute has passed, or after it has fired 10 times. Once you have activated it, you cannot activate it again until you complete a short or long rest.

Binding Rope

You create a rope that is capable of animating and binding a target. As an action, target a creature within 30 feet. The target must make a Dexterity saving throw against your Spell Save DC or become restrained until the end of your next turn. If you are currently grappling the target, it makes the Dexterity saving throw with disadvantage. The rope can only restrain one target a time.

Explosive Gauntlet Prerequisite: Impact Gauntlet

Your gauntlet's can exert massive kinetic force when striking. When you make an attack with your Impact Gauntlet, you can choose to move 10 feet in the opposite direction, or, as a bonus action, force the target to make a Strength saving throw or be knocked 10 feet backward. You can expend an attack to use the movement effect of this gauntlet even if not attacking target.

Smoky Images

When you use a Smoke Bomb, you can use a bonus action to cast mirror image without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.

Vanishing Trick

When you use a Smoke Bomb you can cast misty step without expending a spell slot. Once you do this, you cannot do this again until you complete a short or long rest.

9th Level Upgrades

Arcane Nullifier

You make a device that nullifies the arcane through means you assure everyone else you understand. As an action, you can use this device to cast dispel magic without expending a spell slot. Once you use this gadget, you cannot use it again until you complete a short or long rest.

Phase Trinket

You create a magical stopwatch that manipulates ethereal magic. As an action, you can cast blink or dimension door using the Stopwatch without expending a spell slot. Once you use this ability, you cannot use it again until you complete a long rest.

Stinking Gas

You make a more potent compound for your Smoke Bomb. When you use a Smoke Bomb, you can choose to cast stinking cloud rather than fog cloud, following the same rules. You cannot cast stinking cloud in this way again until you complete a short or long rest.

Stopwatch Trinket

You create a magical stopwatch that manipulates time magic. As an action, you can cast haste or slow using the stopwatch without expending a Spell Slot. Once you use this Upgrade, you cannot use it again until you complete a long rest.

11th Level Upgrades

Crossbow Spider Prerequisite: Autonomous Crossbow

You upgrade your Autonmous Crossbow design to be mobile. When you use your bonus action to command it, you can move it up to 20 feet. It is under the effect of the spiderclimb spell and can skitter along and stand on any surface. You improve the central crossbow increasing its damage to 1d8 + your Intelligence modifier, and its firing capacity to 20 shots before it becomes inactive. Additionally, you make it sturdier, and it gains hit points equal to twice your Artificer level.

Flying Gadget.

You build a a device that allows you to fly, such as of deployable artificial wings. You can activate this device as a bonus action, or as a reaction to falling. Whatever form it takes, when activated it gives you a flying speed of 30 feet.

Lightning Generator Prerequisite: Requires Shock Generator

You upgrade your shock generator with additional lightning capabilities. You can cast lightning lure at-will using it, and can overload it to cast lightning bolt. Once you overload it, you cannot use it to cast lightning bolt again until you complete a short or long rest. Additionally, when dealing Lightning damage during your turn, you can add your Intelligence modifier to one roll of the damage dealt.

Truesight Lenses.

Prerequisite: Sight Lenses. You upgrade and fine-tune your sight lenses, granting you Truesight up to 15 feet.

Useful Universal Key.

You create a Universal Key to obstacles, transmuting them into not-obstacles. As an action, you can apply this key to a surface to cast passwall without expending a spell slot. Once you use this ability, you cannot use it again until you complete a long rest.

15th Level Upgrades

Bracers of Empowerment.

You create bracers that can empower you. You can use this to cast Tenser's transformation without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest.

Bee Swarm Rockets.

You design a type of tiny firecracker-like device, which can release rockets in large numbers. You have a maximum number of rockets equal to your Artificer level. You can release between one and the number you have remaining as an action. Each rocket targets a point you can see within 40 feet. Creatures within 10 feet of a target point must make a dexterity saving throw. Creatures that fail take 2d6 fire damage per rocket that effects the area they are standing in, or half as much on a successful one. You rebuild your stock to your maximum during a long rest.

Dimensional Toolbox

You build a toolbox, filling it the many ideas you've had and discarded, with the magical power of making those ideas reality when you need them most. As an action, you can withdraw an Unrestricted Upgrade (one with no level requirement) from the Gadgetsmith list. Gadgets withdrawn from the toolbox are fleeting, and disapear after one minute. Once you have drawn an upgrade from the toolbox, you cannot draw another upgrade from it until you complete a long rest.

Disintegration Ray.

You create a Disintegration Ray. You can use this to cast disintegration without expending a Spell Slot. Once you use this ability, you cannot use it again until you complete a long rest.
 

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Gnome (Artificer)

Ability Score Increase +2 Intelligence, +1 Constitution
Size Small
Speed 25 feet

TODO  

Traits:

  Age. Gnomes mature by the age of 21, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   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 cant discern color in darkness, only shades of grey.   Gnome Cunning. You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic.   Artificer's Lore. Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   Tinker. You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10gp 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 o f 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.

Languages. Common, Gnomish

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Statblocks for your Trinkets, businesses, building, castles, empires.


Created by

britt_squirrel.

Statblock Type

Character Sheet (Legacy)

Link/Embed