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Proctor Silex

Artificer 6 Class & Level
Mark of Warding Background
Dwarf Race
Long Beard Alignment

Strength 8
-1
Dexterity 12
+1
constitution 16
+3
intelligence 17
+3
wisdom 13
+1
charisma 10
+0
Total Hit Dice 6
Hit Die
1d8+3
+3 proficiency bonus
-1 Strength
+1 Dexterity
+6 Constitution
+6 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+1 Acrobatics
+1 Animal Handling
+6 Arcana
-1 Athletics
+0 Deception
+3 History
+1 Insight
+0 Intimidation
+6 Investigation
+1 Medicine
+3 Nature
+1 Perception
+0 Performance
+3 Persuasion
+3 Religion
+1 Sleight of Hands
+4 Stealth
+1 Survival
skills

 
16
Armor Class
51
Hit Points
+1
Initiative
25
Speed
Attacks
ARMOR
Heavy Armor, Light Armor, Medium Armor, Shields
WEAPONS
Battleaxe, Firearms (Optional rule at DM discretion), Simple Weapons, Warhammer
TOOLS
Alchemist's Supplies, Brewer's Supplies, Smith's Tools, Thieves' Tools, Tinker's Tools, Vehicles (Land)
LANGUAGES
Common, Dwarvish
Proficiences
Ray of Frost | 1d20+3 | 2d8
Infiltrator Armor: Lightning Launcher | 1d20+6 | 1d6+3

Spellcasting

Heroes Enabled

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

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

Artificer Armorer


Hit Points

Hit Dice: d8 per Artificer Armorer level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st

Proficiences

Armor: All light, medium, shields
Weapons: All simple
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, and Sleight of Hand

Overview & Creation

Level Prof. Bonus Features Infusions Infused Items Cantrips 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item 4 2 2 2
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Artificer Specialist feature 4 2 2 4 2
6th +3 Tool Expertise 6 3 2 4 2
7th +3 Flash of Genius 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Artificer Specialist feature 6 3 2 4 3 2
10th +4 Magic Item Adept 8 4 3 4 3 2
11th +4 Spell Storing Item 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

 


Class Features

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have 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 only bear 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.  

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, you learn four artificer infusions of your choice. 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.  

Infusing an Item

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. 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. If you decide to attune to the item later, you must do so using the normal process for attunement.   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. Moreover, no object can bear more than one of your infusions 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 Specialist

At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class’s description. Your choice grants you features at 3rd level and again at 5th, 9th, and 15th level.  
  • Alchemist
  • Artillerist
  • Battle Smith
 

The Right Tool for the Job

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

Ability Score Improvement

When you reach 4th level, and again at 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 number of times 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 how to use and make magic items:  
  • You can attune to 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

At 11th level, you learn how to store a spell in an object. 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 needn't have it prepared).   While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's 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 to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
 

Magic Item Master

At 18th level, you can attune to up to six magic items at once.  

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

 


Starting Equipment

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • Thieves' tools and a dungeoneer's pack
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


Spellcasting

You have studied the workings of magic and how to channel it through objects. As a result, you have gained the 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 mundane items or outlandish inventions.  

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. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips 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.   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.


Subclass Options

Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities  

Tools of the Trade

3rd-level Armorer feature You gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Armorer Spells

3rd-level Armorer feature You always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
Artificer Level Spell
3rd Magic Missile, Shield
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Invisibility
15th Passwall, Wall of Force

Power Armour

3rd-level Armorer feature Your metallurgical pursuits have led to you making armor a conduit for your artificer magic. As an action, you can turn a suit of heavy armor you are wearing into power armor, provided you have smith's tools in hand.   You gain the following benefits while wearing the power armor:
  • If the armor normally has a Strength requirement, the power armor lacks this requirement for you.
  • You can use the power armor as a spellcasting focus for your artificer spells.
  • The power armor attaches to you and can't be removed against your will. It also expands to cover your entire body, and it replaces any missing limbs, functioning identically to a body part it is replacing.
The armor continues to be power armor until you doff it, you don another suit of armor, or you die.  

Armor Model

3rd-level Armorer feature You can customize your power armor. When you do so, choose one of the following armor models: guardian or infiltrator. The model you choose gives you special benefits while you wear it.   Each model includes a special weapon. When you attack with that weapon, you can use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   You can change your power armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
Guardian You design your armor to be in the frontline of conflict. It has the following features
Thunder Gauntlets Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
Defensive Field You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor.
Infiltrator You customize your armor for subtle undertakings. It has the following features:
Lightning Launcher A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target.
Powered Steps Your walking speed increases by 5 feet.
Second Skin The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.

Extra Attack

5th-level Armorer feature You can attack twice, rather than once, whenever you take the Attack action on your turn.  

Armor Modifications

9th-level Armorer feature You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.  

Perfected Armor

15th-level Armorer feature Your power armor gains additional benefits based on its model, as shown below.   Guardian: Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction. You can use this reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses of it when you finish a long rest.   Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

Artificer Infusions

Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete.   The description of each of the following infusions details the type of item that can receive it, along with whether 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 an infusion more than once.  

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 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 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 A gem worth at least 100gp   You learn intricate methods 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's 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.   In combat, the homunculus shares your initiative count, but 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 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.  

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 an 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.  

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.   If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created 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. A table's title tells 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 for more information about it, including the type of object required for its making.  

2nd-Level Artificer

Item Attunement
Alchemy Jug No
Armblade 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

6th-Level Artificer

Item Attunement
Boots of Elvenkind No
Cloak of Elvenkind Yes
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 Yes

10th-Level Artificer

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 Lungs Yes
Winged Boots Yes

14th-Level Artificer

Item Attunement
Amulet of Health Yes
Arcane Propulsion Arm 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 4 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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Dwarf

Ability Score Increase +1 Con
Size Medium
Speed 25ft

Slow and Steady. Your speed is never reduced by wearing heavy armor.   Darkvision. Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.   Dwarven Resilience. You have advantage on saving throws against poison and have resistance against poison damage.   Dwarven Combat⁠ Training. You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.   Tool Proficiency. You gain proficiency with the artisan's tools of your choice: smith's tools, brewer's supplies, or mason's tools.   Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus.   Heritage. Dwarves come from a number of traditions and backgrounds, each named after a type of stone or metal. These heritages set dwarves slightly apart from one another, giving them slightly different abilities from one another. Choose a heritage for your dwarf.  

Basalt

Basalt dwarves are known for their stern, no-nonsense natures. They are often seen as the prototypical dwarf: interested in craft, but not beholden to it; orderly and law-abiding, but more than willing to relax with a good beer and brawl; desiring gold and profit, but rarely putting it before their reputation; militaristic and stoic, but not violent or imperialistic. Basalt dwarves are the most common dwarven heritage in the Sora, with most realms that contain dwarf natives having at least one region populated by basalt dwarves.   Ability Score Increase. Your measured, reasoned approach to life has left you insightful and perceptive. Your Wisdom increases by 2.   Dwarven Toughness. Your hit point maximum increases by 1 and it increases by 1 every time you gain a level.  

Gold

Dwarves are renowned for the quality of their crafts, a reputation that is well earned. Gold dwarves leverage this distinction to the fullest, taking trade goods across the Sora and selling them for a tidy profit. They then purchase local goods such as spices, dyes, or fabrics and bring them back to their homes to make even more profit. This life of trade and hauling often brings them into contact with far more outsiders than most dwarves, giving them a cosmopolitan outlook. Their frequent travel to foreign lands means they must often negotiate with officials, guards, and local merchants.   Ability Score Increase. Your constant exposure to bartering and haggling has given you insight into social situations. Your Charisma increases by 2.   Mercantile Savvy. You have advantage on any ability checks to determine the value of any mundane good. In addition, you have advantage on Persuasion or Deception checks related to trade.  

Granite

Many dwarves see stone as more than merely a source of shelter and materials. Gods of stone, mountains, and the earth play major roles in most dwarven pantheons, but granite dwarves take their reverence for stone a step beyond religious observance. To them, stone is the very core of a dwarf's being, serving as a representation of their very souls. The immutable and unmovable, standing as firm as a mountain, examining the philosophical implications and meaning of stone and stonecraft.   Ability Score Increase. You have spent time in deep contemplation, considering stone. Your Wisdom increases by 2.   Stonecunning. Your oneness with the stone allows you to tell when something is out of place. You receive advantage on Perception checks to notice unusual stonework, such as traps and hidden doors located in stone walls or floors. You receive a check to notice such features whenever you pass within 10 feet of them, whether or not you are actively looking.   Stonesoul.: Granite dwarves are as immutable as very earth itself. You have advantage on saving throws against becoming petrified or stunned or being polymorphed.  

Iron

Many dwarves are known for their ability to endlessly toil in intensely physically demanding professions. Whether it be spending hours swinging a pickaxe in a mine, working the bellows in a smelter or forge, carving rock blocks for building, or hauling heavy loads, these dwarves seem to live only for work. Those with such commitment to labor are known as iron dwarves and are often considered a vital aspect of any dwarven society. While their labor is often considered base or simple, they usually perform it without complaint. Iron dwarves are used to coming home sore, muscles aching from constant use over long shifts at their profession.   Ability Score Increase. You are strong and hearty through long hours of toiling. Your Strength increases by 2.   Tireless. You are well used to long hours of backbreaking work, making even the most exhausting tasks seem trivial to you. You gain advantage on all saving throws against effects that would leave you fatigued or exhausted. If the effect would not normally allow a saving throw, you may make a Constitution save with a DC equal to 10 + the level of the source causing the effect to avoid the condition entirely. If you do become fatigued or exhausted, the condition only lasts half as long.  

Lead

Plumbing the depths of the earth can uncover great riches, but it is also full of dangers. Cave-ins, earthquakes, encounters with subterranean monstrosities, and inadvertent breaches of magma pockets are only some of the threats that face remote settlements. When calamity does strike, the inhabitants can be cut off from the outside world entirely. While most eventually succumb to starvation or disease, some incredibly hearty groups manage to cling to existence. Without access to full settlements, these dwarves must scrape and scrounge to survive. It can take years or even generations before these isolated pockets finally manage to reconnect with their societies. These so-called lead dwarves often find the surface world a strange, unbearable place after their lengthy time sealed underground.   Ability Score Increase. Your upbringing full of strife and hardship increases your Constitution by 2 (for a total increase of 3).   Cave Adaption. You have spent such an extended period of time underground relying on your natural darkvision that the light of day is nearly blinding to you. You have disadvantage on all saving throws, attack rolls, and skill checks when exposed to bright light.   Cave Dweller. The subterranean world is harsh and inhospitable. Despite this, you learned all the tricks to survive the deepest depths for extended times. You have advantage on Survival checks made underground.   Undying. Many people believe the afterlife is deep underground. If so, you've been there and come back. You have advantage on saving throws against any effect which would kill you outright. Additionally, attacks made against you when you are at 0 hit points do not automatically cause a failed death save, but rather cause you to make a normal death saving throw.  

Magma

In search of great rewards, many dwarves take heavy risks. Some may live on the rim of active volcanoes, mining out valuable ore ejected by previous eruptions, others dig ever deeper into tunnels that connect to Hell in search of rare gems and metal, and a few traverse the edges of the Sora seeking unknown realms ripe for exploitation. Those who survive these constant gambles have either come to understand the dice rolls of the gods or are looked favorably upon by some power or another. For many dwarven societies, it is these magma dwarves who have spearheaded their expansion into the Sora.   Ability Score Increase. You know that the odds are stacked against you and have become content with that fact. Your stoic approach to any risk increases your Wisdom by 2.   Reckless. As long as the reward is big enough, any risk is worth facing. Whether it's making an unorthodox move in combat or trying an untested solution to a problem, you are able to take a chance at achieving stunning success. Before you make any attack roll, ability check, or saving throw, you may call evens or odds. If the unmodified result of the roll matches your call, you receive a +4 bonus to the roll; otherwise, you take a -2 penalty. You may use this feature three times and regain all uses when you take a long rest.   Lucky. You have the Lucky feat.  

Obsidian

While most dwarves are known for their highly ordered, civilized societies, obsidian dwarves thrive on combat and chaos. Whether they emerge from tunnels secretly dug beneath vulnerable towns, sail shallow-hulled longboats to pillage ports, or ride warbears down the side of a mountain to sweep the countryside, these dwarves are barbarians in the most classic sense. Most obsidian dwarves come from societies which place an emphasis on martial culture and a dwarven right to the bounty of the earth. As such, they consider precious metals, gems, and even crops to be theirs, to be reclaimed from those who unjustly took them.   Ability Score Increase. The tough, raiding lifestyle of the obsidian dwarves increases your Strength by 2.   Fearless. A rush of adrenaline surges through you whenever you step into a dangerous situation. You gain advantage on all saving throws against fear effects.   Ferocity. You are able to push yourself beyond where most others can. When you are reduced to 0 Hit Points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can't do so again until you finish a long rest.  

Platinum

Contrary to the tendency of dwarves to dig deep into the earth, platinum dwarves make their homes in the highest mountain peaks. Often seeing themselves as a class apart from other dwarves, the platinum dwarves often live greatly separated from other races and dwarves. At these heights, they are free to carve great monuments, engineer incredible marvels, and otherwise pursue their goals without interference from most others. The biggest threats among the peaks are finding a foothold and high flying creatures such as dragons or rocs. Platinum dwarves must thus keep one eye on the sky and one eye on the ground.   Ability Score Increase. Years of navigating loose, craggy peaks and balancing on narrow ledges has helped make you exceptionally nimble. Your Dexterity increases by 2.   Sky Sentinel. The peaks of your home are prime nesting sites for flying monsters, thus you had to learn how to effectively fight them. You have advantage on attack rolls against and Perception checks against flying creatures.  

Steel

Steel dwarves are imperialist and noble in tradition, placing heavy value on the ability to wield an axe or hammer in the service of noble houses. Steel dwarves come from a variety of societies. Many live near hostile nations and learn through repeat conflict with their neighbors that strength of arms is of vital importance. Others believe in the supremacy of dwarven order, so they learn to fight in order to conquer the land and bring it under their shield. Some even simply take joy in the mastery of combat as if it were a craft in itself.   Ability Score Increase. Constant training in heavy armor and large weapons has made you stronger. Your Strength increases by 2.   Martial Trance. The large group combat training sessions you have participated in have honed your instincts and ability to fight outnumbered. When three or more foes are attacking you, you can go into a "martial trance" for a number of rounds equal to 3 + your Constitution bonus. During this trance, you add your proficiency bonus to AC and gain advantage on all saves. The trance ends when the rounds are up or the number of enemies attacking you drop below three. Once you use this trait, you can't do so again until you finish a long rest.  

Quicksilver

Known for their deep curiosity, quicksilver dwarves constantly engineer all manner of artifice, both practical and absurd. For these dwarves, ingenuity is the highest virtue and building something isn't worth it unless it is complex. Many great advances in technology come from the constant tinkering and experimenting of quicksilver dwarves, though most of their innovations tend to be impractical over the long term. Many can be quite eccentric and standoffish, as they frequently consider those who don't share their passion for artifice to be simpleminded and base, while those who do share this passion are viewed as competitors.   Ability Score Increase. You have been a tinkerer since you were a young dwarf cub. Your Intelligence increases by 2.   Master Tinkers. You have taken apart and reassembled so many gadgets that you simply understand how most contraptions work. You have proficiency with tinker's tools. Additionally, you have advantage on any ability check to disarm a trap; disassemble, repair, or tamper with a mechanical device; or determine the purpose of a mechanical device.

Languages. You can speak, read, and write Dwarvish and one additional language of your choice.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Divination Magic

Guidance

0-level (Cantrip) Divination

Casting Time: 1 Action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 minute
You touch one willing creature. Once before the spell ends, the target can roll a 1d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
Available for: Artificer, Cleric, Druid

Ice Magic

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S
Duration: Instantaneous
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level 2d8 , 11th level 3d8 , and 17th level 4d8 .
Available for: Artificer, Sorcerer, Wizard

Level 1 Spells

Abjuration Magic

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
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.
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: Artificer, Druid, Ranger, Sorcerer, Wizard, Arcane Trickster Rogue, Eldritch Knight Fighter

Abjuration Magic

Alarm

1-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Minute
Range/Area: 30 feet
Components: V, S, M
Materials: A tiny bell and a piece of fine silver wire
Duration: 8 Hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a Tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.   A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.   An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
Available for: Artificer, Ranger, Wizard, Arcane Trickster Rogue, Eldritch Knight Fighter, Clockwork Soul (UA) Sorcerer, Watchers (UA) Paladin

Divination Magic

Detect Magic

1-level Divination

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 10 minutes
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.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

Transmutation Magic

Feather Fall

1-level Transmutation

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

Enchantment Magic

Hex

1-level Enchantment

Casting Time: 1 bonus action
Range/Area: 90 feet
Components: V, S, M
Materials: The petrified eye of a newt
Duration: Concentration, Concentration, up to 1 hour
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.   If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.   A remove curse cast on the target ends this spell early.
At higher levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Available for: Warlock

Basic Rules, pg. 256

Mage Armor

1-level Abjuration

Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: A piece of cured leather
Duration: 8 Hours

You touch a willing creature who isn't wearing armor, and a protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Available for: Sorcerer, Wizard

Evocation Magic

Magic Missile

1-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
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 ( 3d4+3 ) 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.
Available for: Sorcerer, Wizard

Storm Magic

Thunderwave

1-level Evocation

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

Level 2 Spells

Abjuration Magic

Arcane Lock

2-level Abjuration

Ritual - does not require spell slot, takes 10 minutes longer
Casting Time: 1 Action
Range/Area: Touch
Components: V, S, M
Materials: Gold dust worth at least 25 gp, which the spell consumes
Duration: Until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration.   You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.   While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Available for: Artificer, Wizard

Transmutation Magic

Enhance Ability

2-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: Fur or a feather from a beast
Duration: Concentration, Concentration, up to 1 hour
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.   Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.   Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.   Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.   Eagle's Splendor. The target has advantage on Charisma checks.   Fox's Cunning. The target has advantage on Intelligence checks.   Owl's Wisdom. The target has advantage on Wisdom checks.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer

Illusion Magic

Invisibility

2-level Illusion

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: An eyelash encased in gum arabic
Duration: Concentration, Concentration, up to 1 hour
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

Transmutation Magic

Levitate

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: Either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end
Duration: Concentration, Concentration, up to 10 minutes
One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.   When the spell ends, the target floats gently to the ground if it is still aloft.
Available for: Artificer, Sorcerer, Wizard

Illusion Magic

Mirror Image

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: 1 minute
Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.   Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.   If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.   A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.   A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.
Available for: Sorcerer, Warlock, Wizard

Conjuration Magic

Misty Step

2-level Conjuration

Casting Time: 1 Bonus Action
Range/Area: Self
Components: V
Duration: Instantaneous
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Available for: Sorcerer, Warlock, Wizard

Storm Magic

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: A chip of mica
Duration: Instantaneous
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.   A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
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.
Available for: Bard, Sorcerer, Warlock, Wizard

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


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GH_Ramon.

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