-1 | Strength |
+2 | Dexterity |
+2 | Constitution |
+5 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+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 |
Dagger | 1d20+2 | 1d4+2 20/60 |
---|---|---|
Repeating Hand crossbow | 1d20+2 | 1d6+2 30/120 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Player's handbook 154, Xanathat's Guide to Everything 84
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.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.
DnD 5e Players handbook
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.
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
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
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
Adventuring Gear Common
Using a crowbar grants advantage to strength checks where the crowbar's leverage can be applied.
Cost: 2gp Weight: 5lb
Adventuring Gear Common
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 1gp Weight: 3lbs
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
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
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
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
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2sp Weight: 5lb
DnD 5e SRD
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
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
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.
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.
Level | Proficiency Bonus | Features | Spells Known | 1st | 2nd | 3rd | 4th | 5th | Upgrades |
---|---|---|---|---|---|---|---|---|---|
1st | +2 | Artificer Specialization, Magic Item Analysis | -- | -- | -- | -- | -- | -- | -- |
2nd | +2 | Spellcasting, Tool Expertise | 3 | 2 | -- | -- | -- | -- | -- |
3rd | +2 | Artificer Specialist Feature, Specialization Upgrade | 4 | 3 | -- | -- | -- | -- | 1 |
4th | +2 | Ability Score Improvement | 4 | 3 | -- | -- | -- | -- | 1 |
5th | +3 | Artificer Specialist Feature | 5 | 4 | 2 | -- | -- | -- | 2 |
6th | +3 | Arcane Reconstruction, Cross Disciplinary Knowledge | 5 | 4 | 2 | -- | -- | -- | 2 |
7th | +3 | Wondrous Item Proficiency | 6 | 4 | 3 | -- | -- | -- | 3 |
8th | +3 | Ability Score Improvement | 6 | 4 | 3 | -- | -- | -- | 3 |
9th | +4 | -- | 7 | 4 | 3 | 2 | -- | -- | 4 |
10th | +4 | Improved Magical Crafting, Wondrous Item Recharge | 7 | 4 | 3 | 2 | -- | -- | 4 |
11th | +4 | Study of Magic | 8 | 4 | 3 | 3 | -- | -- | 5 |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 3 | -- | -- | 5 |
13th | +5 | -- | 9 | 4 | 3 | 3 | 1 | -- | 6 |
14th | +5 | Artificer Specialist Feature | 9 | 4 | 3 | 3 | 1 | -- | 6 |
15th | +5 | -- | 10 | 4 | 3 | 3 | 2 | -- | 7 |
16th | +5 | Ability Score Improvement | 10 | 4 | 3 | 3 | 2 | -- | 7 |
17th | +6 | -- | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
18th | +6 | Wondrous Items Mastery | 11 | 4 | 3 | 3 | 3 | 1 | 8 |
19th | +6 | Ability Score Improvement | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
20th | +6 | Peerless Inventor | 12 | 4 | 3 | 3 | 3 | 2 | 9 |
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.
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
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.