+1 | Strength |
+2 | Dexterity |
+6 | Constitution |
+6 | Intelligence |
-1 | Wisdom |
+0 | Charisma |
+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 |
Name | Attack Bonus | Damage/Type |
---|---|---|
Winchester | +7 | 2d10 + 3 Piercing |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
Improved Artificer 5e
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
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.
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.
You start with the following equipment, in addition to the equipment granted by your background:
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
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
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.
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.
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.
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.
PHB SRD
1-level Necromancy
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.
PHB, page 254 SRD
1-level Transmutation
You touch a creature. The creature's jump distance is tripled until the spell ends.
PHB, page 238 SRD
1-level Transmutation
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.
PHB, page 233 SRD
1-level Illusion
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.
PHB, page 231 SRD
1-level Divination (ritual)
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.
PHB, page 252 SRD
1-level Divination (ritual)
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
Xanathar's Guide to Everything
1-level Transmutation
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.
PHB, page 243 SRD
1-level Conjuration
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.
SRD
1-level Abjuration
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Statblocks for your Trinkets, businesses, building, castles, empires.