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Keeva

Artificer 3 Class & Level
Guild Artisan Background
Half-Orc Race
Chaotic Good Alignment

Strength 15
+2
Dexterity 16
+3
constitution 16
+3
intelligence 16
+3
wisdom 12
+1
charisma 11
+0
Total Hit Dice 1
Hit Die
1d8+3
+2 proficiency bonus
+2 Strength
+3 Dexterity
+5 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+3 Acrobatics
+1 Animal Handling
+5 Arcana
+2 Athletics
+0 Deception
+3 History
+3 Insight
+2 Intimidation
+3 Investigation
+3 Medicine
+3 Nature
+3 Perception
+0 Performance
+0 Persuasion
+3 Religion
+3 Sleight of Hands
+3 Stealth
+1 Survival
skills Arcana, Insight, Intimidation, Medicine, Perception proficiencies

 
17
Armor Class
32
Hit Points
+3
Initiative
30
Speed
Attacks
Common, Goblin, Orc
Proficiences
Awkward, cowardly, wants to do good
Personality Traits
All problems in the world can be solved by technology. Bravery Can be learned.
Ideals
Her homunculus. Kobolds.
Bonds
Will become rude and cruel towards anyone she deems to be a bully. Or orcs in general.
Flaws
Darkvision
Relentless Endurance
Savage Attacks
Magical Tinkering
Infusions
The Right Tool for the Job
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

Crossbow, heavy

Ranged Weapon Ammunition, Heavy, Loading, Two-Handed Common

Type Damage Damage Range Properties
Martial 1d10 Piercing 100/400 ft Ammunition, Heavy, Loading, Two-Handed

Cost: 50 gp Weight: 18 lb


 

DnD 5e SRD SRD

Greatclub

Melee Weapon Two-handed Common

Type Damage Damage Range Properties
Simple 1d8 Bludgeoning Two-handed

Cost: 2 sp Weight: 10 lb


 

The statblocks of your class features

Artificer Infusions


Hit Points

Hit Dice: d4 per Artificer Infusions level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.


Class Features

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 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.   Enhanced Weapon Item: A simple or martial weapon This magic weapon grants a +1 bonus to attack and damage rolls made with it.   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.   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.   Resistant 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.       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.   Replicable Magic Items

Magic Item Attunement
Alchemy jug No
Bag of holding No
Cap of water breathing No
Cloak of the manta Ray No
Goggles of night No
Lantern of revealing No
Rope of climbing No
Sending stones No
Wand of magic detection No
Wand of secrets No
  Replicable Magic Items (12th Level Artificer)
Magic Item Attunement
Boots of elvenkind No
Boots of striding and springing Yes
Boots of the winterlands Yes
Bracers of archery Yes
Brooch of shielding Yes
Cloak of elvenkind Yes
Cloak of protection Yes
Eyes of charming Yes
Eyes of the eagle Yes
Gauntlets of ogre power Yes
Gloves of missile snaring Yes
Gloves of swimming and climbing Yes
Gloves of thievery No
Hat of disguise Yes
Headband of intellect Yes
Helm of telepathy  Yes
Medallion of thoughts Yes
Periapt of wound closure Yes
Pipes of haunting No
Pipes of the sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of mind shielding Yes
Ring of water walking No
Slippers of spider climbing Yes
Winged Boots Yes
Replicable Magic Items (16th Level Artificer)
Magic Item Attunement
Amulet of health Yes
Belt of hill giant strength Yes
Boots of levitation Yes
Boots of speed Yes
Bracers of defense Yes
Cloak of the bat Yes
Dimensional shackles No
Gem of seeing Yes
Horn of blasting No
Ring of free action Yes
Ring of protection Yes
Ring of the ram Yes
 
 

Magical Tinkering


Hit Points

Hit Dice: d4 per Magical Tinkering level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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 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 bestow magic on multiple objects, touching one object each time you use the feature, though a single object can bear only one property 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.

The Right Tool for the Job


Hit Points

Hit Dice: d4 per The Right Tool for the Job level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

At 3rd level, you learn how to produce exactly the tool you need: with tinker's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Half-Orc

Ability Score Increase +2 Str, +1 Con
Size Medium
Speed

  • Darkvision. Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Menacing. You gain proficiency in the Intimidation skill.
  • Relentless Endurance. 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.
  • Savage Attacks. When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.

Languages. Common and Orc

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Basic Rules , pg. 267

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time: 1 Action
Range/Area: 10ft
Components: V, S
Duration: 1 hour
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
  • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
  • You instantaneously light or snuff out a candle, a torch, or a small campfire.
  • You instantaneously clean or soil an object no larger than 1 cubic foot.
  • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
  • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
  • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Available for: Bard, Sorcerer, Warlock, Wizard, Artificer

Player's Handbook 5e

Fire Bolt

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 120 ft.
Components: V, S
Duration: Instantaneous
You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
At higher levels: This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
Available for: Sorcerer, Wizard, Artificer

Level 1 Spells

Player's Handbook 5e

Feather Fall

1-level Transmutation

Casting Time: 1 reaction (which you take when you or a creature within 60 feet of you falls)
Range/Area: 60 ft.
Components: V, S, M
Materials: a small feather or piece of down
Duration: 1 minute
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
Available for: Bard, Sorcerer, Wizard, Artificer

PHB: P. 230

Cure Wounds

1-level Evocation

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous

A creature you touch regains a number of hit points equal to 1*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 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

XGtE P. 150 / EE: P. 15 / PotA: P. 233

Catapult

1-level Transmutation

Casting Time: 1 action
Range/Area: 150 feet
Components: S
Duration: Instantaneous

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, both the object and the creature or solid surface take 3*D8 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 1*D8, for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 246

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of pork rind or butter
Duration: 1 minute
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.
Available for: Artificer, Wizard

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
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.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

PHB: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

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

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

Player's handbook 154, Xanathat's Guide to Everything 84

Tinkerer's tools

Adventuring Gear Common

A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail.   Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue.   History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original.   Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago.   Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.  

ActivityDC
Temporarily repair a disabled device10
Repair an item in half the time15
Improvise a temporary item using scraps20

Cost: 50 gp Weight: 10 lb.


 

Woodcarver's Tools

Tool chisels, rasps, shaving knife, sanding papers Varies

This is a set of wood carving/cutting tools for craters or artisans.

Cost: 1 gp Weight: 5 lbs


 

Created by

LadyIzalith.

Statblock Type

Character Sheet (Legacy)

Link/Embed