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Karnak Dorloth

Artificer ( ) 1 Class & Level
Guild Artisan Background
Githyanki Race
True Neutral Alignment

Strength 16
+3
Dexterity 12
+1
constitution 10
+0
intelligence 17
+3
wisdom 12
+1
charisma 12
+1
Total Hit Dice 1
Hit Die
1d8+0
+2 proficiency bonus
+3 Strength
+1 Dexterity
+2 Constitution
+5 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+3 Arcana
+5 Athletics
+1 Deception
+3 History
+3 Insight
+1 Intimidation
+5 Investigation
+1 Medicine
+3 Nature
+1 Perception
+1 Performance
+3 Persuasion
+3 Religion
+3 Sleight of Hands
+1 Stealth
+1 Survival
skills

 
11
Armor Class
8
Hit Points
+1
Initiative
30
Speed
WeaponTo-HitDamage
Greatsword 1d20+5 2d6+3
Attacks

  • Weapons: Simple, Swords, Crossbows
  • Armor: Light, Medium, Shields
  • Tools: Thieves, Tinkers, Cartographer, Smiths, (Engraving, Calligraphy)
  • Languages: Common, Gith, Dwarven
  • Proficiences
    To Hit - 1d20+5
    DC: 13
    Spellcasting

  • I know that getting things done isn't always as straightforward as it seems.
  • I feel pride in keeping our home afloat and healthy.
  • Personality Traits

  • Law are important only until they begin to stifle those they set out to protect.
  • Ideals

  • I am in debt both to the City Ship that protected me and the Gith that tutored me.
  • Bonds

  • My loyalties are split and keep my nerves ragged, I know not what to decide for my future.
  • Flaws
    Artificer:
    -----
  • Magical Tinkering
  • Spellcasting

  • Gith:
    ------
  • Decadent Mastery. You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu'narath, githyanki have bountiful time to master odd bits of knowledge.
  • Martial Prodigy. You are proficient with light and medium armor and with shortswords, longswords, and greatswords.
  • Githyanki Psionics. You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait. When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest. Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don't require components
  • Features & Traits

    Heroes Enabled

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

    DnD 5e SRD SRD

    Scale Mail Armor

    Medium Armor Common

    This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

    Type AC STR Req. Stealth Dis. Properties
    Medium 14 + Dex Modifier (max 2) YES

    Cost: 50 gp Weight: 45 lb


     

    DnD 5e SRD SRD

    Javelin

    Melee Weapon Thrown Common

    Type Damage Damage Range Properties
    Simple 1d6 Piercing 30/120 ft Thrown

    Cost: 5 sp Weight: 2 lb


     

    DnD 5e SRD SRD

    Shield

    Shield Common

    A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

    Type AC STR Req. Stealth Dis. Properties
    Shield +2

    Cost: 10 gp Weight: 6 lb


     

    The statblocks of your class features

    Artificer (2019)


    Hit Points

    Hit Dice: d8 per Artificer (2019) level
    Hit Points at first Level: 8 + your Constitution modifier
    Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st.

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, hand crossbows, heavy crossbows
    Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
    Saving Throws: Constitution, Intelligence
    Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

    Overview & Creation

    Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.  

    Arcane Science

    In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running.   During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed.  

    Seekers of New Lore

    Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work.   This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research.  

    Creating an Artificer

    When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.  

    Quick Build

    You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the artisan background.


    Class Features

    Magical Tinkering

    At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the 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 three artificer infusions to learn, choosing from the “Artificer Infusions” section. 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, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136).   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. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.  

    Artificer Infusions

    Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each infusion tells you the type of item that can receive it. The description also tells you if 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 the infusion more than once.  

    Boots of the Winding Path

    Prerequisite: 4th-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 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 12th level in this class.  

    Enhanced Wand

    Item: A wand (requires attunement)   While holding this wand, a creature gains a +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 12th 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 12th level in this class.  

    Many-Handed Pouch

    Prerequisite: 4th-level artificer
    Item: 2–5 pouches
      The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.   If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.  

    Radiant Weapon

    Prerequisite: 8th-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.   As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.  

    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.   The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after it hits or misses a target.  

    Replicate Magic Item

    Prerequisite: See below   Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.   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.  
    Magic ItemAttunement
    Alchemy JugNo
    Bag of HoldingNo
    Cap of water breathingNo
    Cloak of the manta rayNo
    Goggles of NightNo
    Lantern of RevealingNo
    Rope of climbingNo
    Sending StonesNo
    Wand of magic detectionNo
    Wand of secretsNo
      Replicable Magic Items (12th-Level Artificer)
    Magic ItemAttunement
    Boots of ElvenkindNo
    Boots of striding and springingYes
    Boots of the WinterlandsYes
    Bracers of archeryYes
    Brooch of ShieldingYes
    Cloak of ElvenkindYes
    Cloak of ProtectionYes
    Eyes of CharmingYes
    Eyes of the eagleYes
    Gauntlets of Ogre PowerYes
    Gloves of missile snaringYes
    Gloves of swimming and climbingYes
    Gloves of thieveryNo
    Hat of disguiseYes
    Headband of intellectYes
    Helm of telepathyYes
    Medallion of ThoughtsYes
    Periapt of Wound ClosureYes
    Pipes of hauntingNo
    Pipes of the SewersYes
    Quiver of EhlonnaNo
    Ring of jumpingYes
    Ring of Mind ShieldingYes
    No
    Slippers of spider climbingYes
    Winged bootsYes
    Replicable Magic Items (16th-Level Artificer)
    Magic ItemAttunement
    Amulet of healthYes
    Belt of hill giant strengthYes
    Boots of levitationYes
    Boots of speedYes
    Bracers of defenceYes
    Cloak of the batYes
    Dimensional shacklesNo
    Gem of seeingYes
    Horn of blastingNo
    Ring of Free ActionYes
    Ring Of ProtectionYes
    Ring of the ramYes
     

    Repulsion Shield

    Prerequisite: 8th-level artificer
    Item: A shield (requires attunement)
      A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.  

    Resistance Armor

    Prerequisite: 8th-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.  

    Artificer Specialist

    At 3rd level, you choose the type of specialist you are: Alchemist or Artillerist, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.  

    Tool Expertise

    Starting at 3rd level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  

    Ability Score Improvement

    When you reach 4th, 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 Armament

    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn, but one of the attacks must be made with a magic weapon, the magic of which you use to propel the attack.  

    The Right Cantrip for the Job

    At 10th level, you gain the ability to make sure you have the right magical tool for a job. Whenever you finish a short or long rest, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.  

    Spell-Storing Item

    When you reach 18th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier.   The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.  

    Soul of Artifice

    At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.


    Starting Equipment

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

    • any two simple weapons
    • a light crossbow and 20 bolts
    • (a) studded leather armor or (b) scale mail
    • thieves’ tools and a dungeoneer’s pack


    Spellcasting

    You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited 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 through various items.  

    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. You must be proficient with the tool to use it in this way.   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 At 1st level, you know two cantrips of your choice from the artificer spell list below. 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 in 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.  

    The magic of Artifice

    As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.   The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.   Such details don’t limit you in any way or provide you with any benefit. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
     

    Spell list

    Cantrips
    Acid Splash
    Create Bonfire
    Dancing Lights
    Firebolt
    Frostbite
    Guidance
    Light
    Mage Hand
    Magic Stone
    Mending
    Message
    Poison Spray
    Prestidigitation
    Ray of Frost
    Resistance
    Shocking Grasp
    Spare the Dying

    Player's Handbook

    Thorn Whip

    0-level (Cantrip) Transmutation

    Casting Time 1 action
    Range 30 feet
    Duration Instantaneous
    Components V, S, M
    Materials The stem of a plant with thorns

    You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
    At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

    Class(es): Druid

    Thunderclap   1st-level
    Absorb Elements
    Alarm
    Arcane weapon
    Catapult
    Cure Wounds
    Detect Magic
    Disguise Self
    Expeditious Retreat
    Faerie Fire
    False Life
    Feather Fall
    Grease
    Identify
    Jump
    Longstrider
    Sanctuary
    Snare
    4th-level
    Arcane Eye
    Elemental Bane
    Fabricate
    Freedom of Movement
    Leomund's Secret Chest
    Mordenkainen's Faithful Hound
    Mordenkainen's Private Sanctum
    Otiluke's Resilient Sphere
    Stone Shape
    Stoneskin
    Vitreolic sphere   5th-level
    Animate Objects
    Bigby's Hand
    Creation
    Greater Restoration
    Skill empowerment
    Transmutate rock
    Wall of Stone


    Subclass Options

    Alchemist

    An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.  

    Tools of the Trade

    By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.   Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.   Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  

    Alchemist Spells

    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
     

    Alchemical Homunculus

    At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.   Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homonculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.   In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. 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 one of the actions in its stat block or to take the Dash, Disengage, or Help action.   If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.  

    Alchemical Mastery

    At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   In addition, you can cast lesser restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).  

    Chemical Savant

    By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.   In addition, you can cast greater restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.  

    Archivist

    What are the best ways to store vast amounts of information? That question has occupied chroniclers and librarians for centuries. Scrolls and books were the finest information-storing methods for a long time, but the first Archivists imagined something greater: storing information in a real or an artificial mind. What library could match a mental archive capable of accessing information in seconds? As they work towards this goal, Archivists have become masters of storing knowledge and creating artificial intelligences fueled by magic. These techniques have yet to be perfected and institutionalized, and of all artificers, archivists are on the cutting edge of arcane science.  

    Tools of the Trade

    By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.   Proficiencies. You gain proficiency with calligrapher’s supplies and the forgery kit, assuming you don’t already have them. You also gain calligrapher’s supplies and a forgery kit for free—the result of tinkering you’ve done as you’ve prepared for this specialization.   Crafting. If you craft a magic item in the scroll category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  

    Archivist Spells

    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Archivist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
     

    Artificial Mind - Telepathic Advisor

    At 3rd level, you discover how to awaken a mind inside an object. Whenever you finish a long rest and your calligrapher’s supplies are with you, you can magically rouse a keen mind within a Tiny, nonmagical object on which you write mystical symbols. The object is a magic item while the mind is inside it, and you can use it as a spellcasting focus. If you already have an artificial mind from this feature, the first one immediately dissipates.   The magic item has the following properties.
    Main MaterialSkill ProficienciesSuggested Appearance
    Animal {parchment, leather, bone}Animal Handling, Insight, Medicine, Perception, SurvivalA beast or a humanoid visage with antlers
    Mineral {glass, stone, metal}Deception, Intimidation, Performance, PersuasionA robotic or golem-like face
    Plant {paper, wood}Arcana, History, Investigation, Nature, ReligionA bespectacled visage or a treant
     

    Artificial Mind - Telepathic Advisor Proficiencies

    The artificial mind telepathically supplies you with advice and information about certain topics: while the item is on your person, you have proficiency in two skills of your choice; the item’s main material determines which skills you can choose from, as shown on the Artificial Mind table in the Skill Proficiencies column, for the nature of the object affects the mind’s knowledge.  

    Artificial Mind - Manifest Mind

    As a bonus action while the item is on your person, you can cause the mind to manifest as a Tiny spectral presence, hovering in an unoccupied space of your choice within 60 feet of you. This presence is intangible and invulnerable, and it sheds dim light in a 10-foot radius. You determine its appearance; the Artificial Mind table offers suggested appearances based on the object’s main material.   While manifested, the spectral mind can hear and see, and it has darkvision with a range of 60 feet. As an action, you can hear and see using the mind’s senses, instead of your own, until your concentration ends (as if concentrating on a spell).   As a bonus action, you can cause the spectral mind to hover up to 30 feet to an unoccupied space that you or it can see. It can pass through creatures but not objects. The spectral mind stops manifesting if it is ever more than 300 feet away from its magic item or if you dismiss it as a bonus action.   When you cast an artificer spell on your turn, you can cast it as if you were in the spectral mind’s space, instead of your own, using its senses. You can do so a number of times per day equal to your Intelligence modifier (at least once), and you regain all expended uses when you finish a long rest.  

    Artificial Mind - Information Overload

    As an action while the item is on your person, you can try to magically overload the thoughts of one creature you or the mind can see that is within 5 feet of the manifested mind, channelling a jumble of information from the artificial mind. Unless the target succeeds on an Intelligence saving throw against your spell save DC, the target takes 1d8 psychic damage, and the next attack roll against it before the end of your next turn has advantage, since it is temporarily too distracted to defend itself well. The damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8) in this class.   Whenever you deal damage with this feature, you can expend a spell slot to deal extra damage to the target. The extra damage is 2d8 for a 1st level spell slot, plus 1d8 for each spell level higher than first.  

    Mind Network

    At 6th level, you’ve learned how to use your artifices to access minds, both to communicate and to harm.   Magical Telephony. While you have your Artificial Mind item on your person, you can communicate telepathically with anyone carrying an item bearing one of your artificer infusions, as the mind transmits your thoughts to each other. That person can also communicate telepathically with you as long as they have the item. This two-way communication can even cross planar boundaries.   Psychic Damage. When you make a psychic damage roll for an artificer spell or for Information Overload, you gain a bonus to the damage roll equal to your Intelligence modifier (minimum bonus of +1).  

    Pure Information

    At 14th level, your Artificial Mind is able to receive and transmit more information than ever before.   Mind Overload. When you expend a spell slot to increase the damage of Information Overload, the target must succeed on an Intelligence saving throw against your spell save DC or be stunned until the end of your next turn.   Infoportation. As an action while your Artificial Mind magic item is on your person, you cause the mind to turn you into pure information, teleporting you to the unoccupied space nearest to the spectral mind or to an item bearing one of your artificer infusions, where you physically reappear.   You can teleport in this way once for free and must finish a long rest before doing so again. You can also use this special ability by expending a spell slot of 2nd level or higher.  

    Artillerist

    An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.  

    Tools of the Trade

    By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.   Proficiencies. You gain proficiency with smith’s tools and woodcarver’s tools, assuming you don’t already have them. You also gain those tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.   In addition, you gain the ability to use rods, staffs, and wands as spellcasting focuses for your artificer spells. You also gain a nonmagical, wooden wand for free, which you’ve carved in your spare time.   Crafting. If you craft a magic item in the wand category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  

    Artillerist Spells

    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 Spells
    Artificer LevelSpell
    3rdShield, Thunderwave
    5thScorching Ray, Shatter
    9thFireball, Wind Wall
    13thIce Storm, Wall of Fire
    17thCone of Cold, Wall of Force
     

    Arcane Turret

    At 3rd level, you learn how to create a magical turret. With your smith’s tools in hand, you can take an action to magically summon a Medium turret in an unoccupied space on a horizontal surface within 5 feet of you.   The turret is a magical object that occupies its space and that has crablike legs. It has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, 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 10 minutes. You can dismiss it early as an action.   When you summon the turret, you decide which type it is, choosing from the options on the Arcane Turrets table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.   You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the turret by expending a spell slot of 1st level or higher. If you summon a second turret, the first turret disappears.   As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.   Arcane Turrets
    TurretActivation
    FlamethrowerThe turret 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 1d8 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 BallistaMake a ranged spell attack, originating from the turret, 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 turret.
    DefenderThe turret 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).
     

    Wand Prototype

    By 6th level, you now regularly experiment with channelling different types of magic through wands. Whenever you finish a long rest and your woodcarver’s tools are with you, you can touch a nonmagical, wooden wand and turn it into a magic item. When you do so, you invest it with one artificer cantrip of your choice—even one you don’t know—that has a casting time of 1 action. As an action, you can cause the magic wand to produce the cantrip, using your spellcasting ability modifier (other creatures are unable to use the wand’s magic). The wand loses this magic when you finish your next long rest.   Any damage roll you make for a cantrip in the wand gains a bonus equal to your Intelligence modifier (minimum of +1).   When you reach 14th level in this class, you can invest the wand with two cantrips at the end of a long rest.  

    Fortified Position

    Starting at 14th level, you’re a master at conjuring a well-defended emplacement. You and your allies have half cover while within 10 feet of a turret you create with Arcane Turret, as a result of a shimmering field of magical protection that the turret emits.   You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets.  

    Battle Smith

    Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.   Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.  

    Tools of the Trade

    By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools.   Proficiencies. You gain proficiency with leatherworker’s tools and smith’s tools, assuming you don’t already have them. You also gain leatherworker’s tools and smith’s tools for free—the result of tinkering you’ve done as you’ve prepared for this specialization.   Crafting. If you craft a magic item in the armor category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.  

    Battle Smith Spells

    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
    Battle Smith Spells
    Artificer LevelSpell
    3rdHeroism, Searing Smite
    5thBranding Smite, Warding Bond
    9thAura Of Vitality , Blinding Smite
    13thAura Of Purity, Staggering smite
    17thBanishing Smite, Mass Cure Wounds
     

    Battle Ready

    When you reach 3rd level, your combat training and your experiments with magic and have paid off in two ways:  
    • You gain proficiency with martial weapons.
    • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.
     

    Iron Defender

    By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Iron Defender stat block.   In combat, the iron defender 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 one of the actions in its stat block or the Dash, Disengage, or Help action.   If the mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith’s tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron defender returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.  

    Arcane Jolt

    At 6th level, you learn new ways to channel arcane energy through your weapon attacks and your iron defender.   First, your iron defender’s bite attack is now considered magical for the purposes of bypassing resistances and immunities, thanks to enhancements you’ve made to the creature in your free time.   Second, when you or your iron defender hits a target with a magic weapon attack, you can channel magical energy through the strike to create one of the following effects:   The target takes an extra 2d4 force damage.   Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d4 hit points to it. You can channel this magical energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses of this feature when you finish a long rest.  

    Improved Defender

    At 14th level, your Arcane Jolt and iron defender become more powerful:   The extra damage and the healing of your Arcane Jolt both increase to 4d4. Whenever your iron defender uses its Defensive Pounce, the attacker takes force damage equal to 1d4 + your Intelligence modifier.


    LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips KnownSpell Slots:1st2nd3rd4th5th
    1st+2Magical Tinkering, Spellcasting22
    2nd+2Infuse Item3222
    3rd+2Artificer Specialist, Tool Expertise3223
    4th+2Ability Score Improvement4223
    5th+3Arcane Armament42242
    6th+3Artificer Specialist Feature43242
    7th+353243
    8th+3Ability Score Improvement53243
    9th+4532432
    10th+4The Right Cantrip for the Job533432
    11th+4643433
    12th+4Ability Score Improvement643433
    13th+56434331
    14th+5Artificer Specialist Feature6444331
    15th+57444332
    16th+5Ability Score Improvement7544332
    17th+675443331
    18th+6Spell-Storing Item75443331
    19th+6Ability Score Improvement85443332
    20th+6Soul of Artifice85443332

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

    Gith (+Githyanki Subrace)

    Ability Score Increase +1 Int
    Size Medium
    Speed 30 ft

    The story of the gith is rooted in a cruel twist of cosmic fate. Inspired by the great leader for whom the race is named, the gith rose up to overthrow the mind flayers that held them in servitude. But after they won their freedom, two factions among the gith disagreed on what kind of civilization they would forge. That disagreement quickly flared into open hostility, and the two groups distanced themselves from one another to pursue their separate agendas. They remain bitter enemies today, each side willing to fight to the death whenever they cross paths.   The githyanki were motivated by revenge and convinced that they deserved to take whatever they wanted from the worlds they traveled. Ranging out from the titanic city of Tu’narath on the Astral Plane, they send raiders out to plunder the Material Plane and other worlds, bringing treasures and slaves back to their ageless realm. At the same time, they hunt down and kill mind flayers whenever possible, as recompense for what the illithids did to them.   The githzerai believed that the path to an enlightened civilization lay in seclusion, not conflict. Their dedication to the principles of order is so strong that they can manipulate the stuff of chaos and use it to their benefit; thus, they have carved out a stronghold for themselves on the plane of Limbo that is virtually impervious. Though the githzerai are pacifists by nature, they share the githyanki’s racial hatred for mind flayers, and from time to time they send out squads to destroy illithid outposts.   If the two races were ever to team up against the illithids, a combined force of gith could conceivably tip the balance in their favor. But as long as the githyanki and githzerai stay at each other’s throats, their goal of ultimate victory over their original common enemy will likely remain unachieved.  

    Gith Traits

    Your character shares the following traits with other gith.   Age Gith reach adulthood in their late teens and live for about a century.   Size Gith are taller and leaner than humans, with most a slender 6 feet in height.  

    Githyanki

    The brutal githyanki are trained from birth as warriors.   Ability Score Increase Your Strength score increases by 2.   Alignment Githyanki tend toward lawful evil. They are aggressive and arrogant, and they remain the faithful servants of their lich-queen, Vlaakith. Renegade githyanki tend toward chaos.   Decadent Mastery You learn one language of your choice, and you are proficient with one skill or tool of your choice. In the timeless city of Tu’narath, githyanki have bountiful time to master odd bits of knowledge.   Martial Prodigy You are proficient with light and medium armor and with shortswords, longswords, and greatswords.   Githyanki Psionics You know the mage hand cantrip, and the hand is invisible when you cast the cantrip with this trait.   When you reach 3rd level, you can cast the jump spell once with this trait, and you regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the misty step spell once with this trait, and you regain the ability to do so when you finish a long rest.   Intelligence is your spellcasting ability for these spells. When you cast them with this trait, they don’t require components.

    Languages. You can speak, read, and write Common and Gith.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Mage Hand

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 30ft
    Duration 1 minute
    Components V S

    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

    You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

    The hand can’t attack, activate magic items, or carry more than 10 pounds.

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

    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 a 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): Bard, Cleric, Druid, Sorcerer, Wizard

    Ray of Frost

    0-level (Cantrip) Conjuration

    Casting Time 1 action
    Range 60ft
    Duration Instantaneous
    Components V, S

    A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.   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

    Unearthed Arcana

    Arcane Weapon

    1-level Transmutation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, up to 1 hour
    Components V, S

    You channel arcane energy into one simple or martial weapon you're holding and choose one damage type: acid, cold, fire, lighting, poison, or thunder. Until the spells ends, you deal an extra 1d6 damage of the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration.   As a bonus action, you can change the damage type, choosing from the options above.
     
    At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

    Class(es): Artificer

    PHB

    Faerie Fire

    1-level Evocation

    Casting Time 1 action
    Range 60ft
    Duration Concentration, 1 minute
    Components V

    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.

      Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

    Class(es): Bard, Druid

    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 d8 + 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 d8 for each slot level above 1st.

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

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

    Ivory Tipped Gloves

    Adventuring Gear Trinket Uncommon

    A pair of strange, grey leather gloves, the fingers of which are capped with ivory. In spite of their age and use, they remain in good repair.


     

    Created by

    HaskelRein.

    Statblock Type

    Character Sheet (Legacy)

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