+2 | Strength |
+3 | Dexterity |
+5 | Constitution |
+5 | Intelligence |
+1 | Wisdom |
+0 | Charisma |
+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 |
Heroes Enabled
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD SRD
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
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
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
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 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 |
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 |
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 |
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.
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.
Languages. Common and Orc
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules , pg. 267
0-level (Cantrip) Transmutation
Player's Handbook 5e
0-level (Cantrip) Evocation
Player's Handbook 5e
1-level Transmutation
PHB: P. 230
1-level Evocation
XGtE P. 150 / EE: P. 15 / PotA: P. 233
1-level Transmutation
PHB: P. 246
1-level Conjuration
PHB: P. 275
1-level Abjuration
PHB: P. 282
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
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
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.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.
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