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Sklarg Panse de Fer

Artificier 4 Class & Level
Marin Background
Gnome des roches Race
Chaotic good Alignment

Strength 10
+0
Dexterity 14
+2
constitution 16
+3
intelligence 18
+4
wisdom 10
+0
charisma 8
-1
Total Hit Dice 42
Hit Die
1d8+3
+3 proficiency bonus
+0 Strength
+2 Dexterity
+6 Constitution
+7 Intelligence
+0 Wisdom
-1 Charisma
saving throws
+2 Acrobatics
+0 Animal Handling
+6 Arcana
+3 Athletics
-1 Deception
+7 History
+0 Insight
-1 Intimidation
+7 Investigation
+0 Medicine
+4 Nature
+3 Perception
-1 Performance
-1 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
+0 Survival
skills -outils de navigateurs -véhicules marins -outils de voleur -outils d'alchimie -outils de bricolage proficiencies

 
16
Armor Class
42
Hit Points
+2
Initiative
7.5
Speed
battleaxe 1d20+7 1d8+7
arbalette 1d20+8 1d10+8
Attacks
Marin: athletics, perception
Artificier: History, investigation.
Proficiences
intellligence, requiert kit de bricolage, 8+int modif+profficiency

=13


Spellcasting
-30m de corde -corde (3/4 rituel snare)
-un sachet de poudre rose -robe d'objets utiles
-20 carreaux
-Kit de bricolage
-Un parchemin magique


Equipment
Je suis souvent perdu dans mes pensées et perd souvent le fil de la réalité
Personality Traits
Mes talents sont faits pour bénéficier tout le monde et non plus seulement moi
Ideals
Je suis plus attaché au bateau qu'a son équipage mais je recherche activement des informations sur leur disparition
Bonds
J'ai tendance a ramasser tout ce que je trouve, souvent sans me préoccuper du véritable propriétaire.
Flaws
-Ruse Gnomique: avantage aux jets de sauvegarde de constitution, intelligence et sagesse contre la magie.
-Droit de Passage: peut bénéficier d'un transport en bateau gratuit en raison de son passé de marin
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 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.


 

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


 

DnD 5e SRD SRD

Battleaxe

Melee Weapon Versatile Common

Type Damage Damage Range Properties
Martial 1d8 / 1d10 Slashing Versatile

Cost: 10 gp Weight: 4 lb


 
[block:   ]

The statblocks of your class features

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.

Ritual Casting


Hit Points

Hit Dice: d4 per Ritual Casting level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

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: 6th-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 Arcane Focus   Item: A rod, staff or wand (requires attunement) While holding this item, a creature gains +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 10th level in this class.   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 10th 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 10th level in this class.   Homunculus Servant   Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methords for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search action.The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.   Homunculus Servant   Tiny construct, neutral   Armor Class 13 (natural armor) Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class Speed 20 ft., fly 30 ft. STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2) Saving Throws Dex +1 Skills Perception +4, Stealth +4 Damage Immunities poison Condition Immunities exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages you speak   Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. it can't use this trait if it's incapacitated   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below). Actions (Require Your Bonus Action)   Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage. Reactions   Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.   Radiant Weapon   Prerequisite: 6th-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.   The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and 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. The weapon regains 1d4 expended charges daily at dawn.   Replicate Magic Item   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. A table's title tells you the level you must be in the 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.   If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.   Replicable Magic Items (2nd-Level Artificer) Magic Item Attunement Alchemy jug No Armblade (Eberron: Rising from the Last War) Yes Bag of holding No Cap of water breathing No Goggles of night No Prosthetic limb (Eberron: Rising from the Last War) Yes Rope of climbing No Sending stones No Wand of magic detection No Wand of secrets No   Replicable Magic Items (6th-Level Artificer) Magic Item Attunement Boots of elvenkind No Cloak of elvenkind No Cloak of the manta ray No Eyes of charming Yes Gloves of thievery No Lantern of revealing No Pipes of haunting No Ring of water walking No Wand sheath (Eberron: Rising from the Last War) Yes   Replicable Magic Items (10th-level artificer) Magic Item Attunement Boots of striding and springing Yes Boots of the winterlands Yes Bracers of archery Yes Brooch of shielding Yes Cloak of protection Yes Eyes of the eagle Yes Gauntlets of ogre power Yes Gloves of missile snaring Yes Gloves of swimming and climbing Yes Hat of disguise Yes Headband of intellect Yes Helm of telepathy Yes Medallion of thoughts Yes Periapt of wound closure Yes Pipes of the sewers Yes Quiver of Ehlonna No Ring of jumping Yes Ring of mind shielding Yes Slippers of spider climbing Yes Ventilating lung (Eberron: Rising from the Last War) Yes Winged boots Yes   Replicable Magic Items (14th-level artificer) Magic Item Attunement Amulet of health Yes Arcane propulsion arm (Eberron: Rising from the Last War) 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   Repulsion Shield   Prerequisite: 6th-level artificer Item: A shield (requires attunement) A creature gains a +1 bonus to Armor Class while wielding this shield. The shield has 5 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.   Resistant Armor   Prerequisite: 6th-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 Battlesmith


Hit Points

Hit Dice: d8 per Artificer Battlesmith level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons: martial weapons
Tools:
Saving Throws:
Skills:

Overview & Creation

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 material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation.


Class Features

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 Level Battle Smith Spells 3rd Heroism, Shield 5th Branding Smite, Warding Bond 9th Aura of Vitality, Conjure Barrage 13th Aura of Purity, Fire Shield 17th Banishing Smite, Mass Cure Wounds Battle Ready   When you reach 3rd level, your combat training and your experiments with magic 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 modifier, for the attack and damage rolls. Steel Defender   By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the Steel Defender shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's 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 the action in its stat block or the Dash, Disengage, Help, Hide or Search 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 torevive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel 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 steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Steel Defender   Mediun construct, neutral   Armor Class 15 (natural armor) Hit Points equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class Speed 40 ft. STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (−4) WIS 10 (+0) CHA 6 (−2) Saving Throws Dex +3, Con +4 Skills Athletics +4, Perception +4 Damage Immunities poison Condition Immunities charmed, exhaustion, poisoned Senses darkvision 60 ft., passive Perception 14 Languages understands the languages you speak   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).   Vigilant. The defender can't be surprised. Actions (Require Your Bonus Action)   Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage.   Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it. Reactions   Deflect Attack. The defender iposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender. Extra Attack   Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn. Arcane Jolt   At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects: • The target takes an extra 2d6 force damage. • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.   You can use this 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 when you finish a long rest. Improved Defender   At 15th level, your Arcane jolt and steel defender become more powerful: • The extra damage and the healing of your Arcane Jolt both increase to 4d6. • Your steel defender gains a +2 bonus to Armor Class. • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

Statblocks for your familiars, mounts etc.

Steel Defender

Medium construct, neutral
Armor Class 15 (Natural Armor)
Hit Points Equal the steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class
Speed 40ft

STR
14 +2
DEX
12 +1
CON
14 +2
INT
4 -3
WIS
10 0
CHA
6 -2

Saving Throws Dex +3, Con +4
Skills Athletics +4, Perception +4
Damage Immunities Poison
Condition Immunities Charmed, Exhaustion, Poisoned
Languages None
Challenge N/A


Might of the Master: The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below). Vigilant: The defender can't be surprised.


Actions

Force-Empowered Rend: Melee weapon attack. +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage. Repair (3/day): The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.

Reactions

Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.


 

Statblocks for race/species of the character.

Rock Gnome

Ability Score Increase +2 Int, +1 Con
Size Small
Speed 25ft

Age: Gnomes mature at the same rate humans do, and most are expected to settle down into an adult life by around age 40. They can live 350 to almost 500 years.   Size: Gnomes are between 3 and 4 feet tall and average about 40 pounds. Your size is Small.   Darkvision: When you're in dim light as an Gnome you can see for 60ft. as if it was in bright light and in darkness as if it were dimly light. You can't discern colors in darkness only shades of grey.   Gnome Cunning: You have advantage on all Intelligence, Wisdom, and Charisma saving throws against magic   Artificer's Lore: Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.   Tinker: You have proficiency with artisan's tools (tinker's tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.   When you create a device, choose one of the following options: Clockwork Toy: This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter: The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.   Music Box: When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song's end or when it is closed.

Languages. Common, Gnomish

[block: ]

Statblocks for companions, followers and other allies.

Bubulle

Steel defender 1 Class & Level
Background
Construct Race
Neutral Alignment

Strength 14
+2
Dexterity 12
+1
constitution 14
+2
intelligence 4
-3
wisdom 10
+0
charisma 6
-2
Total Hit Dice
Hit Die
1d+2
+0 proficiency bonus
+2 Strength
+4 Dexterity
+6 Constitution
-3 Intelligence
+0 Wisdom
-2 Charisma
saving throws
++1 Acrobatics
+0 Animal Handling
-3 Arcana
++6 Athletics
-2 Deception
-3 History
+0 Insight
-2 Intimidation
-3 Investigation
+0 Medicine
-3 Nature
++4 Perception
-2 Performance
-2 Persuasion
-3 Religion
++1 Sleight of Hands
++1 Stealth
+0 Survival
skills -Athletics +4 -Perception +4 proficiencies

 
15
Armor Class
20
Hit Points
+0
Initiative
40
Speed
force empowered rend 1d20+4 1d8+2
Attacks
-Deflect Attack. The defender iposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
-Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.
Spellcasting
Forgé par Sklarg à partir des restes d'une armure de paladin et des restes d'une porte de prison, Bulbulle dédie son existence à la protection de celui ci.
Personality Traits

Heroes Enabled

Statblocks for your spells.

Level 0 Spells

Prestidigitation

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 10ft
Duration Up to 1 hour
Components V, S

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.

Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Dancing Lights

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 120ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials (a bit of phosphorus or wychwood, or a glowworm)

You create up to four torch sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10 foot radius.   As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell's range.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 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): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

Identify

1-level Divination

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials a pearl worth at least 100 gp and an owl feathe

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.

Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Detect Magic

1-level Divination

Casting Time 1 Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.   The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Class(es): Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Fighter (Monster Hunter), Rogue (Arcane Trickster)

Absorb Elements

1-level Abjuration

Casting Time 1 Reaction *
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.   * - which you take when you take acid, cold, fire, lightning, or thunder damage
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): Druid, Ranger, Sorcerer, Wizard

Heroism

1-level Enchantment

Casting Time 1 Action
Range Touch
Duration Concentration, up to 1 Minute
Components V, S

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Bard, Paladin, Artificer (Battle Smith)

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 Self
Duration 1 Round
Components V, S

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

Class(es): Sorcerer, Wizard, Artificer (Artillerist), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Hexblade)

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

PHB, page 246

Grease

1-level Conjuration

Casting Time 1 action
Range 60ft
Duration 1 minute
Components V, S, M
Materials a bit of pork rind or butter

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.

Class(es): Wizard

Level 2 Spells

Heat Metal

2-level Transmutation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V, S, M
Materials a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.   If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.

Class(es): Artificer, Bard, Druid, Cleric (Forge Domain)

Rope Trick

2-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.   The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.   Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.   Anything inside the extradimensional space drops out when the spell ends.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

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

DnD 5e SRD

Heavy Crossbow

Weapon [Ammunition, Heavy, Loading, Two-Handed] Common

A larger crossbow for larger targets. Requires two hands to use, and packs a punch equal to its size.

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

Cost: 50 gp Weight: 18 lb


 

PHB 153

Rope, silk

Adventuring Gear Common

The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.

Cost: 10 gp Weight: 5 lb.


 

PHB 153

Rope, silk

Adventuring Gear Common

The rope has 2 hit points and can be burst with a DC 17 Strength check. Normally 50 feet.

Cost: 10 gp Weight: 5 lb.


 

DnD 5e SRD

Robe of Useful Items

Adventuring Gear Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.   The robe has two of each of the following patches:   • Dagger   • Bullseye lantern (filled and lit)   • Steel mirror   • 10-foot pole   • Hempen rope (50 feet, coiled)   • Sack   In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.   d100 — Patch:   01-08 — Bag of 100 gp   09-15 — Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp   16-22 — Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself   23-30 — 10 gems worth 100 gp each   31-44 — Wooden Ladder (24 feet long)   45-51 — A Riding Horse with saddle bags (see the Monster Manual for statistics)   52-59 — Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you   60-68 — 4 potions of Healing   69-75 — Rowboat (12 feet long)   76-83 — Spell Scroll containing one spell of 1st to 3rd level   84-90 — 2 mastiffs (see the Monster Manual for statistics)   91-96 — Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach   97-00 — Portable ram


 

Created by

SwinnGekko.

Statblock Type

Character Sheet (Legacy)

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