+2 | Strength |
+1 | Dexterity |
+3 | Constitution |
+6 | Intelligence |
+5 | Wisdom |
+4 | Charisma |
+1 | Acrobatics |
+3 | Animal Handling |
+6 | Arcana |
+2 | Athletics |
+4 | Deception |
+6 | History |
+3 | Insight |
+4 | Intimidation |
+6 | Investigation |
+4 | Medicine |
+4 | Nature |
+3 | Perception |
+4 | Performance |
+6 | Persuasion |
+4 | Religion |
+1 | Sleight of Hands |
+1 | Stealth |
+3 | Survival |
+1 Dagger | to hit: 1d20+3 | damage: 1d4+3 |
---|---|---|
Unarmed Strike | to hit: 1d20+2 | damage: 3 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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
You have studied languages and codes, gaining the following benefits:
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Skills - You gain proficiency in one skill of your choice. Feat - You gain one feat of your choice.
Languages. Common, one extra language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Transmutation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
1-level Evocation
As you hold your hands with thumbs touching and fingers spread, a thin sheet of flames shoots forth from your outstretched fingertips. Each creature in a 15-foot cone must make a Dexterity saving throw. A creature takes 3d6 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.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
1-level Divination
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.
Statblocks for your Trinkets, businesses, building, castles, empires.
Ring
Varies
Can be used as an Arcane FocusOrnate silver ring previously belonging to Diana's mother. It's appearance is that of a rose, whose twisted vines wrap around the finger.
Cost: 1gp
Adventuring Gear
Uncommon
An old spellbook obtained from Auntie Ethel. Written in a form well suited for instructional purposes. The book contains the following spells:
Cantrips:
Light, Mending, Prestidigitation, Shocking Grasp
1st level:
Burning Hands, Disguise Self, False Life, Identify, Longstride, Ray of Sickness
2nd level:
Alter Self, Blur, Misty Step, Web
3rd level:
Dispel Magic, Water Breathing
Cost: 100 gp
Weight: 3lb