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Elizabeth d’Cannith

artificer 3 Class & Level
Izzet Engineer Background
Human Race
Chaotic Neutral Alignment

Strength 15
+2
Dexterity 12
+1
constitution 17
+3
intelligence 19
+4
wisdom 11
+0
charisma 14
+2
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+3 Strength
+1 Dexterity
+5 Constitution
+6 Intelligence
+0 Wisdom
+2 Charisma
saving throws
+1 Acrobatics
+0 Animal Handling
+6 Arcana
+2 Athletics
+2 Deception
+6 History
+0 Insight
+2 Intimidation
+4 Investigation
+0 Medicine
+6 Nature
+0 Perception
+2 Performance
+2 Persuasion
+4 Religion
+3 Sleight of Hands
+1 Stealth
+0 Survival
skills Skills: Arcana, investigation, Nature, Sleight of Hand proficiencies

 
19
Armor Class
30
Hit Points
+1
Initiative
30ft
Speed
Thunder Gauntlets 1d8
light crossbow 1d8+1
Magic missile 1d4+1
Attacks
Armor: Light armor, medium armor, heavy armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves’ tools, tinker’s tools, Alchemist’s supplies, Brewer’s supplies
Saving Throws: Constitution, Intelligence
Languages: Common, Goblin
Proficiences
cantrips: Mending, message
1st: feather fall, absorb elements, cure wounds, Faerie Fire, magic missile, shield
Spellcasting
weapons: light crossbow
armor: power armor(plate)
thieves’ tools a Backpack a Crowbar a Hammer 10 pitons 10 torches a Tinderbox 10 days of Rations a Waterskin 50 feet of Hempen rope
Equipment
I have a hard time staying focused on … oh, and my brain tends to jump from one … did I mention focus?
I get really excited about my ideas and I can't wait to talk about them and start putting them into practice and tinkering with them and I want to tell you about how exciting it all is!
Personality Traits
Creativity. Half the world's troubles come from stodgy thinking, stuck in the past. We need innovative solutions. (Chaotic)
Ideals
I have dedicated my life to finding a solution to finding my father who accidentally traveled to an unknown place (Eberron) in an experiment gone wrong.
Bonds
I tend to ignore sleep for days when I'm conducting research, often at the expense of my own health and safety.
Flaws
Infusions: Enhanced Arcane Focus, Enhanced Defense, Enhanced Weapon, Replicate Magic Item
http://dnd5e.wikidot.com/artificer-infusions#toc13
Features & Traits

Heroes Enabled

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

[block: weapons: light crossbow armor: power armor(plate) thieves’ tools a Backpack a Crowbar a Hammer 10 pitons 10 torches a Tinderbox 10 days of Rations a Waterskin 50 feet of Hempen rope]

The statblocks of your class features

Artificer (Eberron: rising from the last war)


Hit Points

Hit Dice: d8 per Artificer (Eberron: rising from the last war) level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st.

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Overview & Creation

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. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.  

Arcane Science

In the world of Eberron, arcane magic has been harnessed as a form of science and deployed throughout society. Artificers reflect this development. Their knowledge of magical devices, and their ability to infuse mundane items with magical energy, allows the grand magical projects of Eberron to continue running.   During the Last War, artificers were marshaled on a massive scale. Many lives were saved because of the inventions of brave artificers, but also countless lives were lost because of the mass destruction that artificers’ creations unleashed.  

Seekers of New Lore

Nothing excites an artificer quite like uncovering a new metal or discovering a source of elemental energy. In artificer circles, new inventions and strange discoveries create the most excitement. Artificers who wish to make a mark must find something fresh, rather than uncover someone else’s work.   This drive for novelty pushes artificers to become adventurers. Eberron’s main travel routes and populated regions have long since been explored. Thus, artificers take to the edge of civilization in hopes of making the next great discovery in arcane research.  

Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.  

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the artisan background.


Class Features

Magical Tinkering

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 have thieves’ tools, 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 give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties 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.  

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.  

Infusions Known

When you gain this feature, pick three artificer infusions to learn, choosing from the “Artificer Infusions” section. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.   Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.  

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement (see “Attunement” in the Dungeon Master’s Guide, page 136).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.  

Artificer Infusions

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 10th level in this class.  

Arcane Focus

Item: A wand (requires attunement)   While holding this item, a creature gains a +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 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 dragon shard. You learn the intricate methods for magically creating a Special homonculus that serves you.the item you infuse serves as the creatures heart, around which the creatures body instantly forms.   you determine the homunculus's appearance. some artificers prefer mechanical looking birds, whereas some like winged vials or miniature or animate cauldrons.   the homunculus is friendly to you and your companions, and it obeys your commands. see this creatures statisitcs in the homunculus servant stat block.   in combat the homunculus shares your initiative but takes it turn immediately after yours.it can move and take its reation on its own but the only action it takes is the dodge action unless, unless you use your bonus action 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, i vanishes, leaving its heart in its space.  

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.  

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.   The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after it hits or misses a target.  

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.  
Magic Item Attunement
Alchemy Jug No
ArmBlade (detailed in chapter five) yes
Bag of holding No
cap of water breathing No
Goggles of Night No
Prosthetic Limb 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
Boots of elvenkind Yes
Cloak of Manta ray no
eyes of Charming Yes
Gloves of thievery no
Lantern of Revealing no
Pipe of haunting no
Ring of water walking no
Wand Sheathe (detailed in chapter five.) Yes
Replicable Magic Items (10th-Level Artificer)
Magic Item Attunement
Boots of striding and springing Yes
Boots of Winterlands Yes
Bracers of Archery Yes
Brooch of shielding Yes
Cloak of protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Strength 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 sewers Yes
Quiver of ehlonna No
Ring of Jumping Yes
Ring of Mind shielding Yes
Slippers of spider climbing Yes
Ventilating Lung Yes
Winged boots Yes
    Replicable Magic Items (14th-Level Artificer)
Magic item Attunement
Amulet of health Yes
Arcane Propulsion Arm (detailed in chapter 5) 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: 8th-level artificer
Item: A shield (requires attunement)
  A creature gains a +1 bonus to Armor Class while wielding this shield. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to push the attacker up to 15 feet away. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.  

Resistance 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.  

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 Specialist

At 3rd level, you choose the type of specialist you are: Alchemist or Artillerist, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 6th and 14th level.  

The Right Tool For The Job

At 3rd Level, you learn how to produce exactly the tool you need: with tinkers tools in hand, you can magically create one set of artisans tools in an unoccupied space within 5 ft 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   Ability Score Improvement When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.  

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll. You can use this feature a nuber of time equal to your intelligence modifier (minimum of once). you regain all expended uses when you finish a long rest  

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of hop to use and make magic items:
  • you can attune up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
   

Spell-Storing Item

When you reach 11th level, you learn how to store a spell in an object for repeated use. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus and store a spell in it, choosing one 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you don’t need to have the spell prepared). With the object in hand, a creature can take an action to produce the spell’s effect from it, using your spellcasting ability modifier. if the spell require concentration, the creature must concentrate.   The spell stays in the object until it has been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again.  

Magic Item Savant

at 14th level, your skill with magic items deepens more:
  • you can attune up to 5 magic items at once.
  • you ignore all class, race, spell, and level requirements on attuning to or using a magic item.

Magic Item Master

Starting at 18th level you can attune up to 6 magic items at once.

Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you.
  • You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you are reduced to 0 hitpoints, but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hitpoint instead of 0.

 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

 


Spellcasting

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.  

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus—specifically thieves’ tools or some kind of artisan’s tool—in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.   Cantrips At 1st level, you know two cantrips of your choice from the artificer spell list below. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table.   When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the artificer spell list.  

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest.   You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.  

Spellcasting Ability

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

The magic of Artifice

As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you’re using a tool to perform the spell effect. If you cast cure wounds using alchemist’s supplies, you could be quickly producing a salve. If you cast it using tinker’s tools, you might have a miniature mechanical spider that binds wounds. When you cast poison spray, you could fling foul chemicals or use a wand that spits venom. The effect of the spell is the same as for a spellcaster of any other class, but your method of spellcasting is special.   The same principle applies when you prepare your spells. As an artificer, you don’t study a spellbook or pray to prepare your spells. Instead, you work with your tools and create the specialized items you’ll use to produce your effects. If you replace cure wounds with shocking grasp, you might be breaking down the device you used to heal and creating an offensive item in its place—perhaps a gauntlet that lets you channel a surge of energy.   Such details don’t limit you in any way or provide you with any benefit. You don’t have to justify how you’re using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters.
 

Spell list

Cantrips
Acid Splash
Create Bonfire
Dancing Lights
Firebolt
Frostbite
Guidance
Light
Mage Hand
Magic Stone
Mending
Message
Poison Spray
Prestidigitation
Ray of Frost
Resistance
Shocking Grasp
Spare the Dying

Player's Handbook

Thorn Whip

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 feet
Duration Instantaneous
Components V, S, M
Materials The stem of a plant with thorns

You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Class(es): Druid

Thunderclap   1st-level
Absorb Elements
Alarm
Arcane weapon
Catapult
Cure Wounds
Detect Magic
Disguise Self
Expeditious Retreat
Faerie Fire
False Life
Feather Fall
Grease
Identify
Jump
Longstrider
Sanctuary
Snare
4th-level
Arcane Eye
Elemental Bane
Fabricate
Freedom of Movement
Leomund's Secret Chest
Mordenkainen's Faithful Hound
Mordenkainen's Private Sanctum
Otiluke's Resilient Sphere
Stone Shape
Stoneskin
Vitreolic sphere   5th-level
Animate Objects
Bigby's Hand
Creation
Greater Restoration
Skill empowerment
Transmutate rock
Wall of Stone


Subclass Options

Alchemist

An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.  

Tool Proficiency

when you adopt this proficiency at 3rd level, you gain proficiency with alchemists supplies. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.  

Alchemist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Alchemist Spells
Artificer Level Spell
3rd Purify Food and Drink, Ray of Sickness
5th Melf’s Acid Arrow, Web
9th Create Food and Water, Stinking Cloud
13th Blight, Death Ward
17th Cloudkill, Raise Dead
 

Experimental Elixir

Beginning at 3rd level, Whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixirs effect, which is triggered when someone drinks the elixir. As an Action, a creature can drink the Elixir or administer it to an incapacitated creature. Creating an experimental elixir requires you to have Alchemist supplies on your person, and any elixir you create with this feature lasts until drunk or until the end of your next long rest. When you reach certain levels in the class, you can create make more elixirs at the end of a long rest.: two at 6th level, and three at 15th. you for each elixirs effect independently. each elixir requires its own flask. You can create Additional experimental elixirs by expending a spell slot of 1st level or higher for each one.when you do so, you use your action to create the elixir in a flask you touch, and you choose the elixirs effect from the Experimental Elixirs EXPERIMENTAL ELIXIR
d6 Effect
1 Healing. The drinker regains a number of hitpoints equal to 2d4 + your Intelligence modifier
2 Swiftness. the Drinkers walking speed increases by 10 feet for 1 hour.
3 Resilience. The drinker gains a +1 to AC for 10 minutes.
4 Boldness. the drinker can roll a d4 and add the number rolled to every attack or saving throw they make for the next minute.
5 Flight. The drinker gain a flying speed of 10 feet for 10 minutes.
6 Transformation. The Drinkers body is transformed as if by an alter self spell. The drinker determines the transformation caused by the spell, the effects of which last 10 minutes.
   

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals., enhancing healing and damage you create through them. whenever you cast a spell using your alchemists supplies as the spellcasting focus you gain a bonus to one roll of the spell.that roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your intelligence modifier. (minimum of +1)  

Restorative Reagents

Starting at 9th level, you can incorporate restorative reagents into some of your works:
  • Whenever a creature drinks an experimental elixir you created, the creature gains temporary hitpoints equal to 2d6+your Intelligence modifier. (minimum of 1 temporary hitpoint)
  • Yuo can cast lesser restoration without expending a spell slot provided you use alchemist's supplies as the spellcasting focus. you can do so a number of times equal to your Intelligence modifier. (minimum of once), and you regain all expended uses when you finish a long rest.
     

Chemical Mastery

By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments.
  • You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
  • you can cast greater restoration and heal without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. once you cast either spell with this feature you cann't cast that spell with it again until you finish a long rest.
   

Artillerist

An Artillerist specializes in using magic to create explosions and defensive positions, as well as magic-infused sidearms—especially wands—that can be used on the battlefield. Artillerists were valued by all the armies of the Last War.  

Tool proficiency

when you adopt this proficiency at 3rd level, you gain proficiency with woodcarvers tools. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.    

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
Artillerist Spells
Artificer Level Spell
3rd Shield, Thunderwave
5th Scorching Ray, Shatter
9th Fireball, Wind Wall
13th Ice Storm, Wall of Fire
17th Cone of Cold, Wall of Force
 

Eldritch Cannon

At 3rd level, you learn how to create an Eldritch cannon. With your smith’s tools in hand, you can take an action to magically summon a Tiny or small turret in an unoccupied space on a horizontal surface within 5 feet of you. the small turret occupies its space, and the tiny one can be held in your hand.   The Cannon is a magical object and at your discretion has crablike legs. regardless of size it has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 10 minutes. You can dismiss it early as an action.   When you summon the Cannon, you decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the turret to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the turret to walk or climb up to 15 feet to an unoccupied space.   You can summon a turret once for free and must finish a long rest before doing so again. You can also summon the Cannon by expending a spell slot of 1st level or higher. If you summon a second Cannon, the first Cannon disappears.   As an action, you can command your turret to detonate if you are within 60 feet of it. Doing so destroys the turret and forces each creature within 10 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d6 force damage on a failed save or half as much damage on a successful one.   Eldritch Cannons
Turret Activation
Flamethrower The turret exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 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.
Force Ballista Make a ranged spell attack, originating from the turret, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the turret.
Defender The turret emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).

Arcane Firearm

By 5th level, you now know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. Whenever you finish a long rest you can use woodcarvers tools to carve special sigils into a wand, staff, or rod and thereby turn it into your Arcane Firearm. the sigils disappear if you later you carve them on a different item.the sigils otherwise last indefinitely. you can use your arcane firearm as a spellcasting focus for your artificer spells. when you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spells damage rolls equal to the number rolled.  

Explosive Cannon

starting at 9th level, every eldritch cannon you create is more destructive.
  • the cannons damage rolls all increase by 1d8
  • as an action, you can command the cannon to detonate if you are within 60 feet of it. doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much on a successful one
 

Fortified Position

Starting at 15th level, you’re a master at Forming a well-defended emplacement.  
  • You and your allies have half cover while within 10 feet of a turret you create with eldritch cannon, as a result of a shimmering field of magical protection that the turret emits.
  • You can also now summon a second turret for free and must finish a long rest before doing so again. If you summon the second turret while the first is still present, the first one doesn’t disappear, and each turret can be of a different type (if you summon a third turret, the first turret vanishes). Moreover, you can use one bonus action to activate both turrets. after you create a turret(s) for free, you must use one spell slot for each cannon created, but can create both in one action. you cannot have more than two cannons active at a time.
     

Battle Smith

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 materiel and personnel. To aid in their work, Battle Smiths are usually accompanied by an iron defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and an iron defender.   Battle Smiths played a key role in House Cannith’s work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war’s horrific battles.  

Tool Proficiency

when you adopt this proficiency at 3rd level, you gain proficiency with smith's tools. if you already have that proficiency, you gain proficiency with one other type of artisans tools of your choice.    

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 Spell
3rd Heroism, Searing Smite
5th Branding Smite, Warding Bond
9th Aura Of Vitality , Blinding Smite
13th Aura Of Purity, Staggering smite
17th Banishing Smite, Mass Cure Wounds
 

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic and 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, for the attack and damage rolls.
 

Steel Defender

By 3rd level, the tinkering in your free time has borne you a faithful companion, an iron defender. This metallic creature resembles a hound, a cougar, a bear, or another four-legged creature of your choice. It is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Iron Defender stat block.   In combat, the iron defender shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its 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 one of the actions in its stat block or the Dash, Disengage, or Help 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 to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The iron 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 iron defender if you have your smith’s tools with you. If you already have an iron defender from this feature, the first one immediately perishes.  

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the attack action  

Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal   when you either hit a target with a weapon attack or your steel defender hits a target, you can channel magical energy through he 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 of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.

Improved Defender

At 15th level, your Arcane Jolt and iron 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

 


LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips KnownSpell Slots:1st2nd3rd4th5th
1st+2Magical Tinkering, Spellcasting22
2nd+2Infuse Item3222
3rd+2Artificer Specialist, the right tool for the job3223
4th+2Ability Score Improvement4223
5th+3Artificer specialist feature42242
6th+3Tool Expertise43242
7th+3Flash of genius53243
8th+3Ability Score Improvement53243
9th+4Artificer Specialist feature532432
10th+4Magic Item Adept533432
11th+4Spell storing item643433
12th+4Ability Score Improvement643433
13th+56434331
14th+5Magic item Savant6444331
15th+5Artificer Specialist Feature7444332
16th+5Ability Score Improvement7544332
17th+675443331
18th+6Magic Item Master75443331
19th+6Ability Score Improvement85443332
20th+6Soul of Artifice85443332

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Human

Ability Score Increase Your ability scores each increase by 1.
Size Medium
Speed 30ft.

Humans are the most common and numerous race in the world of Elysium, present in almost each land and continent, coming in a large variety of different shapes and sizes.  

Limited Time, Limitless Potential

Regardless of their origin, all Humans bear the misfortune of having the shortest lifespan of all ruling races, reaching just shy of 100 years. Perhaps it is their limited time on this world which pushes each individual to explore, learn and experience as much as possible. Humans have the potential to learn and excel in nearly all walks of life, from art, combat, mysticism, science and everything in between. This potential is something that the Human race can boast above any other ruling race in the world.  

HUMAN VARIANTS

Select one of the following Variants when creating your Human Character and apply the mentioned modifiers.  

Avalonian Humans

The Humans in the land of Avalon are spread out but all of them originate from one of the 5 Human Kingdoms in the North-Eastern region of the land.

Lioncross Humans

Lioncrosians or 'Crossers' as they are sometimes called, originate from the central Human Kingdom of Lioncross, the largest of the 5 and the seat of the Human King. Lioncrosians are people of faith and spiritual devotion, worshiping a number of gods with Holy Father Vox and Holy Mother Emara being the most popular and the "official" religion of the kingdom.  
Ability Score Modifier : Your Wisdom score is increased by 1   Languages : You can read and write Common and one extra language of your choice   Skills : You gain Proficiency in the Religion skill   Starting Items : You start with a holy symbol representing a deity of your choice
 

Eagleblade Human

Eaglebladians or 'Eagles' as they are sometimes called, originate from the South-Western Human Kingdom of Eaglebalde, considered to be the wealthiest of the 5 and home to the famous(sometimes infamous) Merchant's Guild. Eaglebladians are a folk based on trade and enterprise, it is said that no matter the situation or environment, an Eagle will always find a way to make some coin. While it is not untrue that many such individuals would resort to less than savory means of earning their keep, the vast majority obtain their income as a fruit of their labor and skills, the Merchant's Guild valuing such individuals highly.  
Ability Score Modifier : Your Charisma score is increased by 1   Languages : You can read and write Common and one extra language of your choice   Skills : You gain Proficiency in one skill of your choice and one type of Artisan's Tools.   Starting Items : You start with a set of Artisan's Tools you are proficient in and 20 gp
 

Mystraven Human

Mystravians or 'Ravens' as they are sometimes called, originate from the North-Eastern Human Kingdom of Mystraven which consists mostly of port-towns and is known to be a haven to pirates, slavers, criminals and other less-than-honest individuals. Life in Mystraven is harsh and unjust, those who do not learn to hold their own will eventually end up living amidst the rats or in indebted servitude to others. For those who learn the 'tools of the trade', they will discover that a comfortable life is well within their reach even if they have to step on the lives of others in the process.  
Ability Score Modifier : Your Dexterity score is increased by 1   Languages : You can read and write Common and one extra language of your choice. You also know Gutterspeach(Thieves' Cant), a surreptitious language of codes, expressions and phrases used by the criminal underworld.   Skills : You gain Proficiency in the Deception skill and either Navigator's Tolls or Thieves' Tools.   Starting Items : You start with either a set of Navigator's Tools or Thieve's Tools, whichever you are proficient in as well as a set of maritime clothes
 

Wolfkore Humans

Wolfkorians or 'Korers' as they are sometimes called, originate from the South-Eastern Human Kingdom of Wolfkore known for its military might and form of martial justice. A Wolfkore born-and-bred Human typically boasts considerable strength and martial prowess, said to be capable of going toe-to-toe with the strongest of Orcs. While many on the outside would be quick to judge the harsh law and perceived 'oppression' its civilians, there is no doubt that this military disciple has produced some of the finest warriors and soldiers of the land.  
Ability Score Modifier : Your Strength score is increased by 1   Languages : You can read and write Common and one extra language of your choice. You are also familiar with military-related jargon and signals.   Skills : You gain Proficiency in the Athletics skill and one Martial Weapon of your choice.   Starting Items : You start with a Martial Weapon which you are proficient with.
 

Winterpeak Humans

Winterpekians or 'Winterers' as they are sometimes called, originate from the North-Western Human Kingdom of Winterpeak, a haven for mages and the mystically gifted. Magic is seen as both a common commodity and a mark of aristocracy in Winterpeak, the oldest families and houses known to have cultivated lineages of sorceress for as long as anyone can remember. Very rarely, an individual with vast, innate magical talent arises somewhere in the land. These individuals, known as Mageborns, are highly sought after by the Amethyst Council, an old order of powerful wizards and the ruling body of Winterpeak.  
Ability Score Modifier : Your Intelligence score is increased by 1   Languages : You can read and write Common and one extra language of your choice. You are also familiar with Arcanum, a 'language' used by spellcasters to invoke spells. You can understand the meaning behind the spoke words or the written glyphs even if you do not necessarily posses the ability to cast spells.   Skills : You gain Proficiency in the Arcana skill and gain the ability to innately cast one Cantrip of your choice from the Wizard Spell List, Intelligence being your Spellcasting Ability for the spell.   Starting Items : You start a with tome of "Mystical Basics and Arcane Lore".
 

Smerak'aan Humans

Smerak'aans are a race of Humans that originate from the Broken Smerak Isles, a cluster of small and large islands boasting an exotic environment consisting of tropical jungles and wast deserts. A typical Smerak'aan will boast darker skin color with either black, white or gray hair commonly braided and dreaded and decorated with an assortment of simple jewelry. They 'decorate' their features with a small number of simple golden piercings and rings as well as tattoos. The eyes of all Smerak'aans boast a dull grey-ish color, making it appear as if the individual would be blind though there are some who display a different coloration as a result of having a non-islander ancestor. There are very rare individuals who boast an odd, saurian-like pupil with an orange-gold iris, a mark of having some dominant genes of an old, believed to be extinct breed of Smerak'aans typically dubbed 'Imperial Smerak'aan' or 'Imperials' for short. Due to their bloody history, this trait is seen as a mark of shame and is considered to be a sign that the individual was born under a curse by more superstitious folk.   Aside from their exotic appearance, all Smerak'aans are born with a curiosity and love of exploration and riches, many becoming sailors, merchants and even pirates or slavers with the express intent of wandering and seeing as much of the world as possible and amassing sizable wealth in the process. Most are also quite flamboyant by nature, wearing colorful clothes and often speaking in a flowery manner, especially when speaking about their homeland and history of their people.  
Ability Score Modifier : Your Dexterity or Charisma score is increased by 1   Languages : You can read and write Common and Smerak'aan.   Skills : You gain Proficiency in the History, Performance or Persuasion skill and with either the Alchemist's Supplies, Cartographer's Supplies, Jeweler's Tools or Navigator's Tools.   Starting Items : You start with a set of tools which you are proficient in and a set of colorful Smerak'aan clothes. You also start with 1d4 small gemstones or jewelery, each worth 20gp
 

Kyuudon Humans

Kyuudons, also known as Easterners or Kyuudon-Jin, are a race of Humans that hail from the distant lands of Kyuudon in the far East known for its history of isolationism and civil in-fighting which has left most of its regions in ruin. A typical Kyuudon-Jin boasts slender and sharp, almost Elf-like, features with pale, yellow-ish skin and dominantly darker hair colors which are in contrast with their bright and colorful eyes. They are often clean shaven or boast very little and sparse facial hair as it is considered a sign of aging and is often worn by elders. Women also typically keep their hair on the shorter side for the same reason and often displaying flowery decorations as a mark of beauty, long hair being common among older women.   While they maintain their natural features in a rather simplistic fashion, the Kyuudon-Jin keep their clothing in a much finer and neater condition, one's attire being seen as a reflection and symbol of one's inner self, "Clean clothes for a clean soul" as their expression goes. They often drab themselves in green and gold as they are seen as colors that bring luck, joy and success in life. Aside from their appearance, the Kyuudon-Jin are a tight-lipped and rather rigid folk, very rarely traveling outside of their homelands without reason and highly mistrusting of outsiders. However, when they do find themselves on foreign soil, they are highly respectful of the land's laws and customs and expect the same grade of respect in return for theirs, offending a Kyuudon-Jin is seen as a grave insult and it's not uncommon for them to demand reparation in the form of humble apologies or even satisfaction by combat.  
Ability Score Modifier : Your Dexterity or Wisdom score is increased by 1   Languages : You can read and write Common and Kyuudon.   Skills : You gain Proficiency in the Insight skill and one other skill of your choice as well as with the Calligrapher's Supplies if male or Weaver's Tools if female.   Starting Items : You start with a set of Kyuudon clothes and a set of fine Kyuudon clothes. You also start with a set of Calligrapher's Supplies if male or Weaver's Tools if female.  

Neverwhere Humans

The Northerners of Neverwhere hail from their frozen land in the far North, a harsh place where the sun rarely shines and the winds are always howling. A typical Northerner will boast above-average height and a strong body-frame with slightly pale skin and predominantly light hair-colors. Their eyes are mostly dark brown but there are some who display a blue or shade of blue in either one or both eyes, a sign of inbreeding with Nord Elves. The wast majority wear their hair long and shaggy, akin to the matted fur of a beast and men pair this with beards braided in a Dwarven-like fashion. Ever so rarely, one can find a Northerner with red hair which is seen as a being 'touched by the Metal God' and the promise of a great and glorious destiny.   Life in the Northern lands of Neverwhere is never easy and there are few places which provide hospitable living conditions, as such most Northerners are organized as wandering tribes, traveling where the weather is least hostile and settling until this changes or until they are forced out by rival tribes or dangerous beasts and monsters of the land. Due to such a harsh lifestyle, they have developed a rather simplistic warrior-like culture where the strong survive. Metalwork is highly valued among them as strong arms and armor are a necessity for survival in these parts and a finely crafted piece is seen as a gift from their god. It is not uncommon for more adventurous and strong-willed Northerners to try their luck and sail beyond the tundra of their homeland, to explore nearby islands or, rarely, distant lands for resources which would help the survival of those back home. It is because of these voyages and their war-like attitudes that the Northerners have gained a reputation of 'savage raiders' and 'pillagers' among the outsiders, a reputation that they sincerely couldn't care less about.  
Ability Score Modifier : Your Strength or Constitution score is increased by 1   Languages : You can read and write Common and Nord.   Skills : You gain Proficiency in the Survival and Intimidation skills and with the Smith's Tools. You also gain Proficiency with a Martial Weapon of your choice if you don't already.   Starting Items : You start with a set of Smith's Tools and a trophy from a beast you have previously slain.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Message

0-level (Cantrip) Transmutation

Casting Time 1 Action
Range 120ft
Duration 1 Round
Components V, S, M
Materials A short piece of copper wire

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.   You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel freely around corners or through openings.

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

Level 1 Spells

XGtE pg. 150

Absorb Elements

1-level Abjuration

Casting Time: 1 Reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range/Area: Self
Components: S
Duration: 1 Round
This 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.
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.
Available for: Druid, Ranger, Sorcerer, Wizard

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

Basic Rules , pg. 257

Magic Missile

1-level Evocation

Casting Time 1 action
Range 120 ft
Duration Instantaneous
Components V, S

Damage Type: Force   Saving Throws: None   Description: You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

At higher levels:
When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.

Class(es): Sorcerer, Wizard

Player's Handbook 5e

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: Sorcerer, Wizard
]

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


Created by

niceonestu.

Statblock Type

Character Sheet (Legacy)

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