Dagmar Alpenblade | Character Sheet (Legacy) | Dungeons & Dragons 5e | Statblocks & Sheets | World Anvil

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Dagmar Alpenblade

Artificer 3 Class & Level
Former House Cannith Agent Background
Mark of Making Human Race
Neutral Good Alignment

Strength 13
+1
Dexterity 15
+2
constitution 16
+3
intelligence 18
+4
wisdom 7
-2
charisma 11
+0
Total Hit Dice 3
Hit Die
1d8+3
+2 proficiency bonus
+1 Strength
+2 Dexterity
+5 Constitution
+6 Intelligence
-2 Wisdom
+0 Charisma
saving throws
+2 Acrobatics
-2 Animal Handling
+6 Arcana
+1 Athletics
+0 Deception
+6 History
-2 Insight
+0 Intimidation
+6 Investigation
-2 Medicine
+4 Nature
-2 Perception
+0 Performance
+2 Persuasion
+4 Religion
+2 Sleight of Hands
+2 Stealth
-2 Survival
skills Arcana History Investigation Persausion
  proficiencies

 
17
Armor Class
26
Hit Points
+2
Initiative
30
Speed
Rapier 1d20+4 1d8+2
Pistol 1d20+7 1d10+5
Shocking Grasp 1d20+6 1d8
Attacks
Armor
Light Armor, Medium Armor, Shields
Weapons
Firearms, Martial Weapons, Simple Weapons
Tools
Alchemist's Supplies, Calligrapher's Supplies, Cartographer's Tools, Navigator's Tools, Smith's Tools, Thieves' Tools, Tinker's Tools
Languages
Common, Gnomish
Proficiences
+4 Modifier
+6 Spell Attack
14 Save DC
Spellcasting
Rapier, Pistol, Bag of Holding, Adventuring Gear, Fine Clothes, Tinker Tools (Mounted within gauntlet/glove)

Artificer Infusion Choices:
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.

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:
Bag of Holding

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 table. (See E:RFTLW, XGTE, DMG)

Bag of Holding currently at 107.5lbs out of 500lbs. Including all items listed in equipment from the Bag of Holding spot and all following equipment slots. Bag available to all party members to access.
Equipment
I'm always looking to improve efficiency.
I never forget an insult against me.
Personality Traits
Discovery. I want to learn all I can, formerly for my house, but now for my own curiosity.
Ideals
I don't care about the house as a whole now, but I would still do anything for my old mentor.
Bonds
My religious beliefs aren't widespread in my house.
Flaws
=== ARTIFICER FEATURES ===

* Hit Points • ERftLW 54

* Proficiencies • ERftLW 54

* Magical Tinkering • ERftLW 55
Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 4 objects at a time.

| 4 / Other • 1 Action

* Spellcasting • ERftLW 55
You can cast prepared artificer spells using INT as your spellcasting modifier (Spell DC 14, Spell Attack +6) and prepared artificer spells as rituals if they have the ritual tag. 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 feature.

* Infuse Item • ERftLW 57
Whenever you finish a long rest, you can touch up to 2 nonmagical objects, imbuing each of them with one of your artificer infusions, turning it into a magic item. You can attune yourself to the item the instant you infuse it, or you can forgo attunement so that someone else can attune to the item.

Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after 4 days. The infusion also vanishes if you give up your knowledge of the infusion or you exceed your maximum number of infusions.

| 2 / Other • Special

* Artificer Infusions • ERftLW 57
You have invented numerous magical infusions that rapidly create magic items. Each infusion tells you the type of item that can receive it and if the resulting magic item requires attunement.
Some infusions specify a minimum artificer level, and unless an infusion’s description says otherwise, you can’t learn it more than once.

* Artificer Specialist • ERftLW 58
The type of specialist are:

| Battle Smith

* The Right Tool for the Job • ERftLW 57
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.

| 1 Hour

* Tool Proficiency • ERftLW 60
You gain proficiency with smith’s tools. If you already have this proficiency, you gain proficiency with one other type of artisan’s tools of your choice.

* Battle Smith Spells • ERftLW 60
You always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table.

* Battle Ready • ERftLW 61
You gain proficiency with martial weapons and when you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

* Steel Defender • ERftLW 61
You have created a Steel Defender, that obeys your commands. In combat, the steel 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.
If you expend your bonus action, you can command it to take an action from its stat block, or take the Dash, Disengage, Help, or Search action.


=== MARK OF MAKING HUMAN RACIAL TRAITS ===

* Languages • BR 31
You can speak, read, and write Common and one extra language.

* Artisan’s Intuition • ERftLW
When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.

* Maker’s Gift • ERftLW 44
You gain proficiency with one type of artisan’s tools of your choice.

* Spells of the Mark • ERftLW 45
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.

* Spellsmith • ERftLW
You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.
Features & Traits

Heroes Enabled

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

DnD 5e SRD SRD

Chain Shirt Armor

Medium Armor Common

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Type AC STR Req. Stealth Dis. Properties
Medium 13 + Dex modifier (max 2)

Cost: 50 gp Weight: 20 lb


 

DnD 5e SRD SRD

Shield

Shield Common

A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb


 

DnD 5e SRD SRD

Rapier

Melee Weapon Finesse Common

Type Damage Damage Range Properties
Martial 1d8 Piercing Finesse

Cost: 25 gp Weight: 2 lb


 

Pistol

Weapon Ammunition, Loading Common

Type Damage Damage Range Properties
Martial Ranged 1d10+DEX Piercing 30/90ft Ammunition, Loading

Cost: 250gp Weight: 3lbs


 

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

Tinkerer's tools

Adventuring Gear Common

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

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

Cost: 50 gp Weight: 10 lb.


 

Thieves' Tools

Tool Common

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

Cost: 25 gp Weight: 1 lb


 

DnD 5e

Smith's Tools

Artisan Tool Common

Cost: 20gp Weight: 8lb


 

DnD 5e SRD

Cartographer's Tools

Tool Varies

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.   Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.   Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.   Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.   Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.   Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.  

Cartographer's Tools

 
Activity DC
Determine a map's age and origin 10
Estimate direction and distance to a landmark 15
Discern that a map is fake 15
Fill in a missing part of a map 20

Cost: 15gp Weight: 6lb


 

DnD 5e PHB

Calligrapher's Supplies

Artisan Tool Common

These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.      This is a set for any Calligrapher. With either pen or crafted exotic feather, and a set of nibs and inkwell, as well as several starting sheets of paper. Refilling this for use would be the costs of ink and paper sold separately. If the nibs or main tool is lost a new set would need to be purchased.

Cost: 10gp Weight: 5 lbs.


 

DnD 5e XAN

Navigator's Tools

Tool Common

Proficiency with navigator's tools helps you determine a true course based on observing the stars. It also grants you insight into charts and maps while developing your sense of direction.
Components. Navigator's tools include a sextant, a compass, calipers, a ruler, parchment, ink, and a quill.
Survival. Knowledge of navigator's tools helps you avoid becoming lost and also grants you insight into the most likely location for roads and settlements.
Sighting. By taking careful measurements, you can determine your position on a nautical chart and the time of day.
NAVIGATOR'S TOOLS

Activity DC
Plot a course 10
Discover your position on a nautical chart 15

Cost: 25gp Weight: 2lb


 

Player's Handbook, Wizards of the Coast, p. 154

Alchemist's Supplies

Adventuring Gear Common

Cost: 50 GP Weight: 8 lb. / 4 kg


 

Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

DnD 5e SRD

Clothes, Fine

Adventuring Gear Common

This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.

Cost: 15gp Weight: 6lb


 

Bag of Holding

Wondrous Item Uncommon

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Weight: 15lb


 

DnD 5e SRD

Bedroll

Adventuring Gear Common

You never know where you’re going to sleep, and a bedroll helps you get better sleep in a hayloft or on the cold ground. A bedroll consists of bedding and a blanket thin enough to be rolled up and tied. In an emergency, it can double as a stretcher.

Cost: 1gp Weight: 7lb


 

The statblocks of your class features

Artificer


Hit Points

Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + Con Modifier
Hit Points at Higher Levels: d8 + Con Modifier

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows, firearms
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.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.


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 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 four artificer infusions to learn. 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.   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. Your choice grants you features at 5rd level and again at 9th and 15th level.  

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.    

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 one 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 to 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, that 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 to store a spell in an object.  

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

Starting at 18th level, you can attune 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 out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
   

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.  

Armor of Tools

Item: A suit of armor   As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time. The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.  

Enhanced Arcane Focus

Item: A rod, staff or wand (requires attunement)   While holding this item, a creature gains +1 bonus to spell attack rolls. in addition, the creature ignores half cover when making a spell attack.   The bonus increases to +2 when you reach 10th level in this class.  

Enhanced Defense

Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.   The bonus increases to +2 when you reach 10th level in this class.  

Enhanced Weapon

Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it.   The bonus increases to +2 when you reach 10th level in this class.  

Mind Sharpener

Item: A suit of armor or robes (requires attunement)   The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.  

Replicate Magic Item

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.   In the tables, items requiring attunement are marked with an *.   If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.  

Replicable Magic Items (2nd-Level Artificer)

  • Alchemy jug
  • Armblade*
  • Bag of holding
  • Cap of water breathing
  • Goggles of night
  • Prosthetic limb*
  • Rope of climbing
  • Sending stones
  • Wand of magic detectionWand of secrets
 

Replicable Magic Items (6th-Level Artificer)

  • Boots of elvenkind
  • Cloak of elvenkind
  • Cloak of the manta ray
  • Eyes of charming*
  • Gloves of thievery
  • Lantern of revealing
  • Pipes of haunting
  • Ring of water walkingWand sheath*
 

Replicable Magic Items (10th-Level Artificer)

  • Boots of striding and springing*
  • Boots of the winterlands*
  • Bracers of archery*
  • Brooch of shielding*
  • Cloak of protection*
  • Eyes of the eagle*
  • Gauntlets of ogre power*
  • Gloves of missile snaring*
  • Gloves of swimming and climbing*
  • Hat of disguise*
  • Headband of intellect*
  • Helm of telepathy*
  • Medallion of thoughts*
  • Periapt of wound closure*
  • Pipes of the sewers*
  • Quiver of Ehlonna
  • Ring of jumping*
  • Ring of mind shielding*
  • Slippers of spider climbing*
  • Ventilating lung*
  • Winged boots*
 

Replicable Magic Items (14th-Level Artificer)

 
  • Amulet of health*
  • Arcane propulsion arm*
  • Belt of hill giant strength*
  • Boots of levitation*
  • Boots of speed*
  • Bracers of defense*
  • Cloak of the bat*
  • Dimensional shackles
  • Gem of seeing*
  • Horn of blasting
  • Ring of free action*
  • Ring of protection*
  • Ring of the ram*
 

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.  

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.  

Homunculus Servant

Prerequisite: 6th-level artificer   Item: A gem worth at least 100 gp or a dragonshard   You learn intricate methords for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.   You determine the homunculus' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.   In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.   The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.  

Homunculus Servant

Tiny construct, neutral  
  • Armor Class 13 (natural armor)
  • Hit Points equal to homunculus's Constitution modifier + your Intelligence modifier + your level in this class
  • Speed 20 ft., fly 30 ft.
  • STR 4 (−3) DEX 15 (+2) CON 12 (+1) INT 10 (+0) WIS 10 (+0) CHA 7 (−2)
  • Saving Throws Dex +1
  • Skills Perception +4, Stealth +4
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 14
  • Languages understands the languages you speak
  Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. it can't use this trait if it's incapacitated   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its attack (below).   Actions (Require Your Bonus Action)   Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.   Reactions   Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.  

Radiant Weapon

Prerequisite: 6th-level artificer   Item: A simple or martial weapon (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.  

Repulsion Shield

Prerequisite: 6th-level artificer   Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 5 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  

Resistant Armor

Prerequisite: 6th-level artificer   Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  

Spell-Refueling Ring

Prerequisite: 6th-level artificer   Item: A ring (requires attunement)   While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.  

Armor of Magical Strength

Prerequisite: 10th-level artificer   Item: A suit of armor (requires attunement)   While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.   The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.  

Helm of Awareness

Prerequisite: 10th-level artificer   Item: A helmet (requires attunement)   While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.


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
  • studded leather armor or 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 tinker’ 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 (0-Level Spells)

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 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.  

Spell list

Here's the list you consult when you learn an artificer spell. If spell can be cast as a ritual, the ritual tag appears after the spell's name.  

Cantrips

  • Acid Splash
  • Create Bonfire
  • Dancing Lights
  • Fire Bolt
  • Frostbite
  • Guidance
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Poison Spray
  • Prestidigitation
  • Ray of Frost
  • Resistance
  • Shocking Grasp
  • Spare the Dying
  • Sword Burst
  • Thorn Whip
  • Thunderclap

1st Level

  • Absorb Elements
  • Alarm (ritual)
  • Catapult
  • Cure Wounds
  • Detect Magic (ritual)
  • Disguise Self
  • Expeditious Retreat
  • Faerie Fire
  • False Life
  • Feather Fall
  • Grease
  • Identify (ritual)
  • Jump
  • Longstrider
  • Purify Food and Drink
  • Sanctuary
  • Snare
  • Tasha's caustic brew
 

2nd Level

  • Aid
  • Alter Self
  • Arcane Lock
  • Blur
  • Continual Flame
  • Darkvision
  • Enhance Ability
  • Enlarge/Reduce
  • Heat Metal
  • Invisibility
  • Lesser Restoration
  • Levitate
  • Magic Mouth (ritual)
  • Magic Weapon
  • Protection from Poison
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Sky Write (ritual)
  • Spider Climb
  • Web
 

3rd Level

  • Blink
  • Catnap
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Flame Arrows
  • Fly
  • Glyph of Warding
  • Haste
  • Protection from Energy
  • Revivify
  • Tiny Servant
  • Water Breathing (ritual)
  • Water Walk (ritual)
 

4th Level

  • Arcane Eye
  • Elemental Bane
  • Fabricate
  • Freedom of Movement
  • Leomund's Secret Chest
  • Mordekainen's Faithful Hound
  • Mordekainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Stone Shape
  • Stoneskin
  • Summon construct
 

5th Level

  • Animate Objects
  • Bigby's Hand
  • Creation
  • Greater Restoration
  • Skill Empowerment
  • Transmute Rock
  • Wall of Stone

 


Subclass Options

Alchemist

An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away.  

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's 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.
Artificer Level Alchemist Spells
3rd Healing Word, Ray of Sickness
5th Flaming Sphere, Melf's Acid Arrow
9th Gaseous Form, Mass Healing Word
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 elixir's 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 it is drunk or until the end of your next long rest.   When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. 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, use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.  
d6 Experimental Elixir Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
2 Swiftness. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.

Alchemical Savant

At 5th level, you develop masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist’s 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 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 hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
  • You can cast Lesser Restoration without expending a spell slot and without preparing the spell, 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, without preparing the spell, 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 can't cast that spell with it again until you finish a long rest.
 

Armorer

An artificer who specializes as an Armorer modifies armor to function almost lika a second skin. The armor is enchanced to hone the artficer'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

When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.  

Armorer 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.
Artificer Level Alchemist Spells
3rd Magic Missile, Thunderwave
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Greater Invisibility
17th Passwall, Wall of Force
   

Arcane Armor

Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand. You gain following benefits while wearing this armor:  
  • If the armor normally has a Strength requirement, the arcane armor lacks ths requirement for you.
  • You can uste the arcane armor as a spellcasting focus for your artificer spells.
  • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you van retract or deploy the helmet as a bonus acton. The armor replaces any missing limbs, functioning identically to a limb it replaces.
  • You can don or doff the armor as an action.
  The armor continues to be arcane armor until you don another suit of armor or you die.  

Armor Model

At 3rd level, you can customize your Arcane 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 weaponm you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.   You can change the 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 front line of conflict. It has the following features:   Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it 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. As a bonus action, you can gain temporary hit points equal to your level in this class. You lose these temporary hit points if you doff the armor. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all extended uses when you finish a long rest.   Infiltrator. You customize your armor for subtle undertakings. It has the following features:   Lightning Launcher. A gem-like 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.   Dampening Field. You have advanatage on Dexterity (Stealth) checks.  

Extra Attack

Starting at 5th level, you can you can attack twice rather than once whenever you take an Attack action on your turn.  

Armor Modifications

Starting at 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purpose of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition the maximum number od items you can infuse at once increases by 2, but those extra items must be a part of your Arcane Armor.  

Perfected Armor

By 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.   Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet towards you to an unoccupied space. If You pull the target to a space within 5 feet of you, you can make a melee weapon attack as part of this reaction. You can use this reaction number of times equal to your proficiency bonus, and 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 magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radiusm and it has disadvantage on attak rolls against you, as the light jolts it if it attack you. In addition, the next attack roll against it has advantage, and if the attack hits, the target takes extre 1d6 lightning damage.  

Artillerist

  An Artillerist specializes in using magic to hurl energy, projectiles ,and explosions on the battlefield.  

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's 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.
Artificer Level Alchemist Spells
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 a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.   Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon 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 saving throw, treat all it's 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 1 hour. You can dismiss it early as an action.   When you create the cannon, you determine its appearance and whether it has legs. You also 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 cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Cannon Activation
Flamethrower The cannon 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 cannon, 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.
Protector The cannon 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

At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When 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 from the object if you later 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 bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.  

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:  
  • The cannon's 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 damage on a successful one.
 

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:  
  • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
  • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

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

Tool Proficiency

When you adopt this specialization at 3rd level, you gain proficiency with smith's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's 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.
Artificer Level Alchemist Spells
3rd Heroism, Shield
5th Branding Smite, Warding Bond
9th Aura of Vitality, Conjure Barrage
13th Aura of Purity, Fire Shield
17th Banishing Smite, Mass Cure Wounds

Battle Ready

When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:  
  • You gain proficiency with martial weapons.
  • When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.

Steel Defender

By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.   In combat, the Steel Defender shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.   If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action torevive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.   At the end of a long rest, you can create a new steel defender if you have your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes.   Additionaly You learn the Mending cantrip. It doesn't count towards your cantrips known.  

Steel Defender

Medium construct, neutral   Armor Class 15 (natural armor)   Hit Points equal to steel defender's Constitution modifier + your Intelligence modifier + five times your level in this class   Speed 40 ft.   STR 14 (+2) DEX 12 (+1) CON 14 (+2) INT 4 (−4) WIS 10 (+0) CHA 6 (−2)   Saving Throws Dex +3, Con +4   Skills Athletics +4, Perception +4   Damage Immunities poison   Condition Immunities charmed, exhaustion, poisoned   Senses darkvision 60 ft., passive Perception 14   Languages understands the languages you speak   _ _ _   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the defender’s skill and saving throw bonuses (above( and the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below).   Vigilant. The defender can't be surprised.   Actions (Require Your Bonus Action)   Force-Empowered Rend. Melee Weapon Attack: +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage.   Repair (3/Day). The magical mechanisms inside the defender restore 2d8+2 hit points to itself or to one construct or object within 5 feet of it.   Reactions   Deflect Attack. The defender iposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.  

Extra Attack

Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.  

Arcane Jolt

At 9th level, you learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:  
  • The target takes an extra 2d6 force damage.
  • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
  You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.  

Improved Defender

At 15th level, your Arcane jolt and steel defender become more powerful:  
  • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
  • Your steel defender gains a +2 bonus to Armor Class.
  • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.

 


LevelProficiencyFeat PointsFeaturesInfusions KnownInfused ItemsCantrips KnownSpell Slots per Spell Level
1+2+1Magical Tinkering, Spellcasting--2-
2+2+1Infuse Item4221st: 2
3+2+1Artificer Specialist, The Right Tool for the Job4221st: 3
4+2+1-4221st: 3
5+3+1Artificer Specialist feature4221st: 4, 2nd: 2
6+3+1Tool Expertise6321st: 4, 2nd: 2
7+3+1Flash of Genius6321st: 4, 2nd: 3
8+3+1-6321st: 4, 2nd: 3
9+4+1Artificer Specialist feature6321st: 4, 2nd: 3, 3rd: 2
10+4+1Magic Item Adept8431st: 4, 2nd: 3, 3rd: 2
11+4+1Spell-Storing Item8431st: 4, 2nd: 3, 3rd: 3
12+4+1-8431st: 4, 2nd: 3, 3rd: 3
13+5+1-8431st: 4, 2nd: 3, 3rd: 3, 4th: 1
14+5+1Magic Item Savant10541st: 4, 2nd: 3, 3rd: 3, 4th: 1
15+5+1Artificer Specialist feature10541st: 4, 2nd: 3, 3rd: 3, 4th: 2
16+5+1-10541st: 4, 2nd: 3, 3rd: 3, 4th: 2
17+6+1-10541st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1
18+6+1Magic Item Master12641st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 1
19+6+2-12641st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2
20+6+1Soul of Artifice12641st: 4, 2nd: 3, 3rd: 3, 4th: 3, 5th: 2

Statblocks for your familiars, mounts etc.

Steel Defender

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

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

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


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


Actions

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

Reactions

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


 

Statblocks for race/species of the character.

Mark of Making Human

Ability Score Increase Your Intelligence score increases by 2, and one other ability score of your choice increases by 1.
Size Medium
Speed Your base walking speed is 30 feet.

My house built the modern world. Orien may drive the lightning rail, but it’s Cannith who builds the cars and lays the stones it travels on. Cannith makes the everbright lanterns hold the night at bay. Smith, carpenter, alchemist—the best all carry my seal. —Baron Merrix d’Cannith
  The Mark of Making guides its bearer through any act of creation. The bearer of the mark can mend broken things with a touch, and always has a minor magic item they’ve been working on. An artificer or a wizard will get the most out of the mark, but anyone can find a use for an enchanted blade.   House Cannith
Leaders: Cannith East, Zorlan d’Cannith; Cannith West, Jorlanna d’Cannith; Cannith South, Merrix d’Cannith   Headquarters: Cannith East, Korth Enclave (Karrnath Cannith West, Aundair Enclave (near Fairhaven, Aundair Cannith South, Cannith Tower (Sharn, Breland)   House Cannith dominates all forms of manufacturing, both mystical and mundane. Gorgon-marked Cannith forgeholds use streamlined forms of production to quickly produce common goods. Even independent artisans often learn their trade at Cannith academies and adhere to Cannith standards. The House of Making builds the tools the other houses rely upon, and it has always been the unspoken leader of the Twelve.   The Last War was a time of great opportunity for Cannith. Every nation wanted weapons and warforged, along with mundane arms and armor. The war raised the house up, and then tore it down. House Cannith was based in Cyre, and the Mourning destroyed the house leadership and key facilities. Now three barons jockey to fill the leadership vacuum: the alchemist Jorlanna of Fairhaven, weaponsmith Zorlan of Korth, and Merrix of Sharn, innovator of warforged. It remains to be seen whether one of these leaders will unite the house, or if it will shatter under the strain. If you’re an heir of House Cannith, you should decide which of these barons you serve or if you have other ideas about the house’s future.   Artisan’s Intuition
When you make an Arcana check or an ability check involving artisan’s tools, you can roll a d4 and add the number rolled to the ability check.   Maker’s Gift
You gain proficiency with one type of artisan’s tools of your choice.   Spellsmith
You know the mending cantrip. You can also cast the magic weapon spell with this trait. When you do so, the spell lasts for 1 hour and doesn’t require concentration. Once you cast the spell with this trait, you can’t do so again until you finish a long rest. Intelligence is your spellcasting ability for these spells.   Spells of the Mark
If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Making Spells table are added to the spell list of your spellcasting class.  
Spell Level Spells
1st identify, Tenser’s floating disk
2nd continual flame, magic weapon
3rd conjure barrage, elemental weapon
4th fabricate, stone shape
5th creation

 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB: P. 259

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S, M
Materials: two lodestones
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloack, or a leaking wineskin.
As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
  This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

PHB: P. 275

Shocking Grasp

0-level (Cantrip) Evocation

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

Lightning springs from your hand to deliver a shock to a creature you try to touch.
Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1*D8 lightning damage, and it can’t take reactions until the start of its next turn.
At higher levels: The spell’s damage increases by 1*D8 when you reach 5th level (2*D8), 11th level (3*D8), and 17th level (4*D8).
Available for: Artificer, Sorcerer, Wizard

PHB: P. 277

Spare the Dying

0-level (Cantrip) Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Instantaneous
You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.
Available for: Artificer, Cleric

Level 1 Spells

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

Catapult

1-level Transmutation

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

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.
If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, both the object and the creature or solid surface take 3*D8 bludgeoning damage.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1*D8, for each slot level above 1st.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 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

PHB: P. 231

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

PHB: P. 246

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a bit of pork rind or butter
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Available for: Artificer, Wizard

PHB: P. 250

Heroism

1-level Enchantment

Casting Time: 1 action
Range/Area: Touch
Components: V, S
Duration: Concentration, Concentration, up to 1 minute
A willing creature you touch is imbued with bravery.
Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Artificer (Battlesmith), Bard, Cleric (Peace), Paladin

PHB: P. 256

Longstrider

1-level Transmutation

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: a pinch of dirt
Duration: 1 hour
You touch a creature. The target’s speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
Available for: Artificer, Bard, Druid, Ranger, Wizard

PHB: P. 275

Shield

1-level Abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range/Area: Self
Components: V, S
Duration: 1 round
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
Available for: Artificer (Artillerist, Battlesmith), Sorcerer, Wizard

Level 2 Spells

PHB: P. 257

Magic Weapon

2-level Transmutation

Casting Time: 1 bonus action
Range/Area: Touch
Components: V, S
Duration: Concentration, up to 1 hour
You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2.
When you use a spell slot of 6th level or higher, the bonus increases to +3.
Available for: Artificer, Paladin, Wizard

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


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Veijari.

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