+0 | Strength |
+0 | Dexterity |
+2 | Constitution |
+2 | Intelligence |
+0 | Wisdom |
+0 | Charisma |
+2 | Acrobatics |
+0 | Animal Handling |
+7 | Arcana |
-1 | Athletics |
+1 | Deception |
+7 | History |
+0 | Insight |
+1 | Intimidation |
+5 | Investigation |
+2 | Medicine |
+5 | Nature |
+0 | Perception |
+1 | Performance |
+1 | Persuasion |
+5 | Religion |
+4 | Sleight of Hands |
+2 | Stealth |
+0 | Survival |
light crossbow | 1d20+2 | 1d8+2 |
---|---|---|
daggers | 1d20+2 | 1d4+2 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
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. You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.
You start with the following equipment, in addition to the equipment granted by your background:
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.
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Magical Tinkering, Spellcasting | - | - | 2 | 2 | - | - | - | - |
2 | +2 | Infuse Item | 4 | 2 | 2 | 2 | - | - | - | - |
3 | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | - | - | - | - |
5 | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | - | - | - |
6 | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | - | - | - |
7 | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | - | - | - |
8 | +3 | Ability Scorre Improvement | 6 | 3 | 2 | 4 | 3 | - | - | - |
9 | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | - | - |
10 | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | - | - |
11 | +4 | Spell-Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | - | - |
13 | +5 | - | 8 | 4 | 3 | 4 | 3 | 3 | 1 | - |
14 | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | - |
15 | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | - |
17 | +6 | - | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
You have studied languages and codes, gaining the following benefits:
You spent years learning the lore of the multiverse. You scoured manuscripts, studied scrolls, and listened to the greatest experts on the subjects that interest you. Your efforts have made you a master in your fields of study.
Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
Sages are defined by their extensive studies, and their characteristics reflect this life of study. Devoted to scholarly pursuits, a sage values knowledge highly—sometimes in its own right, sometimes as a means toward other ideals.
d8 | Personality Trait |
---|---|
1 | I use polysyllabic words that convey the impression of great erudition. |
2 | I’ve read every book in the world’s greatest libraries—or I like to boast that I have. |
3 | I’m used to helping out those who aren’t as smart as I am, and I patiently explain anything and everything to others. |
4 | There’s nothing I like more than a good mystery. |
5 | I’m willing to listen to every side of an argument before I make my own judgment. |
6 | I … speak … slowly … when talking … to idiots, … which … almost … everyone … is … compared … to me. |
7 | I am horribly, horribly awkward in social situations. |
8 | I’m convinced that people are always trying to steal my secrets. |
d6 | Ideal |
---|---|
1 | Knowledge. The path to power and self-improvement is through knowledge. (Neutral) |
2 | Beauty. What is beautiful points us beyond itself toward what is true. (Good) |
3 | Logic. Emotions must not cloud our logical thinking. (Lawful) |
4 | No Limits. Nothing should fetter the infinite possibility inherent in all existence. (Chaotic) |
5 | Power. Knowledge is the path to power and domination. (Evil) |
6 | Self-Improvement. The goal of a life of study is the betterment of oneself. (Any) |
d6 | Bond |
---|---|
1 | It is my duty to protect my students. |
2 | I have an ancient text that holds terrible secrets that must not fall into the wrong hands. |
3 | I work to preserve a library, university, scriptorium, or monastery. |
4 | My life’s work is a series of tomes related to a specific field of lore. |
5 | I’ve been searching my whole life for the answer to a certain question. |
6 | I sold my soul for knowledge. I hope to do great deeds and win it back. |
d6 | Flaw |
---|---|
1 | I am easily distracted by the promise of information. |
2 | Most people scream and run when they see a demon. I stop and take notes on its anatomy. |
3 | Unlocking an ancient mystery is worth the price of a civilization. |
4 | I overlook obvious solutions in favor of complicated ones. |
5 | I speak without really thinking through my words, invariably insulting others. |
6 | I can’t keep a secret to save my life, or anyone else’s. |
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. Alternate Features: Child of the Wild. You have proficiency in the Nature skill and you gain proficiency with the herbalism kit. (replaces Skills) Courageous. You have advantage on saving throws against being frightened. (replaces Skills) Desert Native. You are proficient in the Survival skill. Additionally, you have advantage on Survival checks made in deserts and on saving throws against extreme heat. (replaces Feat) Fleet of Foot. Your base walking speed increases to 40 feet. (replaces Skills) Master of the Sea. You gain proficiency with vehicles (water). You have a swimming speed of 30 feet. (replaces Feat) Mountaineer. You ignore difficult terrain when moving through rocky terrain. Additionally, whenever you make a Strength (Athletics) check to climb rocks, you are considered proficient in the Athletics skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. (replaces Feat) Natural Resistances. You have advantage on saving throws against poisons and diseases. (replaces Feat) Natural Trader. You have proficiency in the Deception and Persuasion skills. Additionally, you have advantage on Charisma (Persuasion) checks when negotiating prices with others that aren't hostile toward you. (replaces Feat) Persistent. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. (replaces Feat) Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag or lift. (replaces Skills) Snowfolk. You have proficiency in the Survival skill. You have proficiency with battleaxes, great axes, longswords and greatswords. (replaces Skills) Stoneworker. You gain proficiency with the artisan's tools of your choice: smith's tools or mason's tools. You have proficiency with the light hammer and warhammer. (replaces Skills) Versatile. Your other four ability scores each increase by 1. (replaces Skills and Feat) Winter Fortitude. You are proficient in the Survival skill. Additionally, you have advantage on Survival checks made in mountains and on saving throws against extreme cold. (replaces Feat)
Languages. Common
Statblocks for companions, followers and other allies.
Statblocks for your spells.
0-level (Cantrip) Conjuration
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage.
At higher levels: This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17th level (4d12).
0-level (Cantrip) Conjuration
You hurl a bubble of acid. Choose one target you can see within range, or choose two creatures you can see within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
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.
1-level Evocation
A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.
1-level Conjuration
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Statblocks for your Trinkets, businesses, building, castles, empires.