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Wilbur Wildcat

Artificer 5 Class & Level
Guild Artisan Background
Variant Human Race
N - G Alignment

Strength 12
+1
Dexterity 14
+2
constitution 16
+3
intelligence 16
+3
wisdom 8
-1
charisma 10
+0
Total Hit Dice 5
Hit Die
1d8+3
+3 proficiency bonus
+1 Strength
+2 Dexterity
+6 Constitution
+6 Intelligence
-1 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
-1 Animal Handling
+6 Arcana
+4 Athletics
+0 Deception
+3 History
-1 Insight
+1 Intimidation
+6 Investigation
-1 Medicine
+3 Nature
-1 Perception
+0 Performance
+0 Persuasion
+3 Religion
+5 Sleight of Hands
+2 Stealth
-1 Survival
skills Arcana, Athletics, Investigation, Sleight of Hand proficiencies

 
14
Armor Class
40
Hit Points
+2
Initiative
30ft
Speed
NameAttack BonusDamage/Type
Winchester+72d10 + 3 Piercing
Attacks
Light and Medium Armour
Simple Weapons
Tinkers Tools
Artificers
Alchemist Tools
Smiths Tools
Draconic
Dwarvish
Proficiences
Spellcasting Ability | Spell Save DC | Spell Attack Bonus
+3 | 14 | +6
Spellcasting
Studded Leather Armour
Tinkers Tools
Dungeoneers Pack
Dagger
Light Hammer
Light Crossbow (20 Bolts)
Bulb Bomb
Siza Tree Gem

Wildcat Rounds - 20
Equipment
I always want to know how things work and what makes people tick.
Personality Traits
My talents were given to me so that I could use them to benefit the world. (Good)
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
1st Level - Inventions, Magic Item Analysis, +2 I.P (Winchester)
2nd Level - Tool Expertise, Wondrous Invention (Eyes of the Eagle), +2 I.P (Damage Mod)
3rd Level - Spell Casting, +2 I.P (Healing Drought)
4th Level - A.S.I, Infuse Magic, +2 I.P (-1 I.P = Reload Score)
5th Level - Superior Attunement, Wondrous invention (Bag of Holding), +4 I.P (Robotic Eye + Upgrade, Arcane Hand)

Features & Traits

Heroes Enabled

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

Improved Artificer 5e

Winchester Mk. III

Firearm Heavy, Ranged, Magical, 2-handed, Tech Weapon Varies

2 Invention Points You craft a rifle made for long range, steady accuracy, and deadly precision. Your attack bonus while using the sniper rifle is your dexterity modifier + proficiency. The sniper rifle requires two hands to operate. Damage: Id10 + Intelligence modifier. Range: 150/300 Rate of fire: Reload every 3 shots. Reload time: 1 action. Weight: 101bs. Upgrades: 1 Invention Point: Increase rate of fire to 5 shots. 2 Invention Points: Increase range to 300/450. 2 Invention Points: All ammo fired from sniper rifle becomes magical for overcoming resistances. 2 Invention Points: Increase damage to 2d10. 3 Invention Points: Increase damage to 3d10. (requires damage upgrade to 2d10) Aimed Fire 4 Invention Points: You charge the rifle with magical energy to aim precisley for a weak spot. If you hit when attacking with this rifle, you can turn the hit into an automatic critical. You can use this ability as many times as your Intelligence modifier and resets each long rest.

Type Damage Damage Range Properties
Martial Ranged 2d10+3 Piercing 10ft - 600 Heavy, Ranged, Magical, 2-handed, Tech Weapon

Weight: 10lbs


 

The statblocks of your class features

Improved Artificer 5e


Hit Points

Hit Dice: d8 per Improved Artificer 5e level
Hit Points at first Level: 8 + Constitution modifier
Hit Points at Higher Levels: 1d8 + Constitution modifier per artificer level after first

Proficiences

Armor: Light and Medium Armour
Weapons: Simple Weapons
Tools: Tinkers Tools, Smiths Tools, Articers Tools, Alchemists Tools
Saving Throws: Constitution, Intelligence
Skills: Choose 3 from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Overview & Creation

The Artificer is an inventor, always tinkering and coming up with new inventions or augmentations. They can build on the fly, or work on projects for a long period of time. They mix the study of technolology and magic to create wondrous items and creations of the wildest imaginations. Some made to kill, others to defend; an artificer's intentions are never truly clear. Many hope they are on the good side of the mad inventor.


Class Features

INVENTIONS

Starting at 1st level you can begin crafting inventions of your design. Inventions are created by spending Invention Points to create any inventions listed below. There are four categories of inventions.   Alchemy.   Arcane Firearms.   Clockwork Construct.   Mechanical Limbs.   Each category has their own unique inventions that you can craft by spending Invention Points that are listed towards the end of this class description. At 1st Level you gain 2 Invention Points. Each level you gain more invention points. You can choose to save them to stack points for a later level or spend them as you wish.

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. You don't need to provide a material component when casting identify with this class feature

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

WONDROUS INVENTION

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below. Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up. You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level. These magic items are detailed in the Dungeon Master's Guide.   2nd level: eyes of eagle, cap of water breathing, drift globe, goggles of night, sending stones, lantern of revealing   5th level: alchemy jug, bag of holding, helm of comprehending languages, ring of swimming, robe of useful items, robe of climbing, wand of magic detection, wand of secrets.   10th level: bag of beans, chime of opening, decanter of endless water, gem of brightness, dimensional shackles, gloves of swimming and climbing, eyes of minute seeing, folding boat, heward's handy haversack   15th level: boots of striding and sprinting, brooch of shielding, broom of flying, gloves of missile snaring, hat of disguise, immovable rod, ring of jumping slippers of spider climbing   20th level: wings of flying, rod of lordly might, plate of etherealness, deck of many things

INFUSE MAGIC

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell's effects occur. Instead, the spell transfers into that item for later use if the item doesn't already contain a spell from this feature.   Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spell casting ability, targeting the creature that activates the item.   If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.   When you infuse a spell in this way, it must be used within 8 hours. After that time, its magic fades and is wasted. You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

ABILITY SCORE IMPROVEMENT

When you reach 4th, 8th, 12th, 16th, and 18th 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.

SUPERIOR ATTUNEMENT

At 5th level, your superior understanding of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time. At 15th level, this limit increases to five magic items.

INVENTIONS

Inventions can be taken at any level so long as you spend the Invention Points listed next to the description. If an Invention can be upgraded, you must create the invention before upgrading it.

ALCHEMY

You can craft potions, acids, and different chemical compounds infused with magic. Once you create a alchemical compound you can continue to make more without spending Invention Points.

ARCANIC FIREARMS

With your skills as an engineer, you can craft rifles, guns, and pistols. Each firearm has unique upgrades and special abilities. The firearms are built specifically for you and can look however you desire.

AMMO

Ammunition for the firearms can only be crafted. The materials cost 5gp for every 10 rounds. You must spend 1 hour of down time and use your tinker's tools to craft the ammo out of the materials. Ammo is universal and can be used for any gun.

MISFIRE

Due to the chaotic and unpredictiable sciences involved in these machines, they can backfire when you least expect it. If you roll a natural 1 when attacking with any firearm, you misfire. Roll a D6, if you roll a 1 through 5 the shot is a dud and requires an extra action to fix. If you roll a 6 the firearm backfires. You must succeed a dexterity saving throw or take the weapon damage. If you succeed you take half damage. If anyone other than you attempts to use the weapon, it automatically misfires.


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a handaxe and a light hammer or (b) any two simple weapons (a) a light crossbow and 20 bolts (a) scale mail or (b) studded leather armor tinker's tools and a dungeoneer's pack.


Spellcasting

As part of your study of magic, you gain the ability to cast spells at 3rd 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 spells of 1st level and higher. To cast one of these 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 (which appears at the end of this document). The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice from this feature. Each of these spells must be of a level for which you have spell slots on the Artificer table. Additionally, when you gain a level in this class, you can choose one of the artificer spells you know from this feature and replace it with another spell from the artificer spell list. The new spell must also be of a level for which you have spell slots on the Artificer table.

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  

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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Variant Human

Ability Score Increase Choose any two unique +1
Size Medium
Speed 30 ft.

Age.-Humans reach adulthood in their late teens and live less than a century.   Alignment.- Humans tend toward no particular alignment. The best and the worst are found among them.   Size.- Humans vary widely in height and build, from barely 5 feet to well over 6 feet tall. Regardless of your position in that range, your size is Medium.   Skills.- You gain proficiency in one skill of your choice.   Feat.- You gain one feat of your choice.

Languages. You can speak, read, and write Common and one extra language of your choice. Humans typically learn the languages of other peoples they deal with, including obscure dialects. They are fond of sprinkling their speech with words borrowed from other tongues: Orc curses, Elvish musical expressions, Dwarvish military phrases, and so on.

Lucky

You have inexplicable luck that seems to kick in at just the right moment.   You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw.   You can also spend one luck point when an attack roll is made against you. Roll a d20, and then choose whether the attack uses the attacker’s roll or yours.   If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.

Sharpshooter

You have mastered ranged weapons and can make shots that others find im possible. You gain the following benefits:   Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.   Your ranged weapon attacks ignore half cover and three-quarters cover.   Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.

Bravery

The danger around you engulfs your thoughts and forces you to muster up some courage to fight back.   When the player drops below half health, all attacks have advantage.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 1 Spells

PHB SRD

False Life

1-level Necromancy

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S, M
Materials a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

PHB, page 254 SRD

Jump

1-level Transmutation

Casting Time 1 action
Range Touch
Duration 1 minute
Components V, S, M
Materials A grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard

PHB, page 238 SRD

Expeditious Retreat

1-level Transmutation

Casting Time 1 bonus action
Range Self
Duration Concentration, 10 minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

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

PHB, page 233 SRD

Disguise Self

1-level Illusion

Casting Time 1 action
Range Self
Duration 1 hour
Components V, S

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.

  The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.

  To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

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

PHB, page 231 SRD

Detect Magic

1-level Divination (ritual)

Casting Time 1 action
Range Self
Duration Concentration, 10 minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

  The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

PHB, page 252 SRD

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.

Class(es): Bard, Wizard

Xanathar's Guide to Everything

Catapult

1-level Transmutation

Casting Time 1 action
Range 60 feet
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: 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): Sorcerer, Wizard

PHB, page 243 SRD

Fog Cloud

1-level Conjuration

Casting Time 1 action
Range 120ft
Duration Concentration, 1 hour
Components V, S

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperse it.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.

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

SRD

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

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


Created by

Mitchell.G.

Statblock Type

Character Sheet (Legacy)

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