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

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Taomi

Artificer (Artillerist/Battle Smith) lvl. 6 Class & Level
Etheria Background
Human (Half-Born) Race
Neutral Good Alignment

Strength 14
+2
Dexterity 16
+3
constitution 20
+5
intelligence 20
+5
wisdom 16
+3
charisma 12
+1
Total Hit Dice 6
Hit Die
1d8+5
+3 proficiency bonus
+2 Strength
+3 Dexterity
+8 Constitution
+8 Intelligence
+3 Wisdom
+1 Charisma
saving throws
+3 Acrobatics
+3 Animal Handling
+7 Arcana
+2 Athletics
+1 Deception
+5 History
+3 Insight
+1 Intimidation
+7 Investigation
+3 Medicine
+5 Nature
+3 Perception
+1 Performance
+1 Persuasion
+5 Religion
+5 Sleight of Hands
+3 Stealth
+3 Survival
skills Arcana, Investigation, Sleight of Hand proficiencies

 
15
Armor Class
58
Hit Points
+3
Initiative
30
Speed
Attacks
LIST OF PROFICIENCIES & EXPERTISE
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Tool/Instrument Proficiencies
Tinker's Tools, Smith's Tools, Woodcarver's Tools, Mason's Tools, Jeweler's Tools, Thieves' Tools

Armor Proficiencies
Light Armor, Medium Armor, Shields

Weapon Proficiencies
Simple Weapons, Martial Weapons

General Skill Proficiencies
Arcana, Investigation, Sleight of Hand

Skill/Tool/Instrument Expertise
Tinker's Tools, Smith's Tools, Woodcarver's Tools, Mason's Tools, Jeweler's Tools, Thieves' Tools


LIST OF KNOWN LANGUAGES
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Racial Languages
Common
Dwarvish
Draconic

Learned Languages
Arabel

Proficiences
CANTRIPS
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Guidance, Mending


PREPARED SPELLS
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Spell Slots: 1st lvl; 5
2nd lvl; 3
(Can prepare up to 8 spells.)

1st lvl. – Catapult, Sanctuary, Feather Fall, Cure Wounds
Thunderwave, Shield, Heroism
Identify (No Material Components)

2nd lvl. – Levitate, Arcane Lock, Enlarge/Reduce, Alter Self
Scorching Ray, Shatter, Branding Smite, Warding Bond


ARTIFICER INFUSIONS
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7 Infusions Known / 4 Infused Items

Homunculus Servant (Infusion One)
Armor of Tools (Infusion Two)
Many-Handed Pouch (Infusion Three)
Orb of Direction (Infusion Four)
Boots of the Winding Path
Mind Sharpener
Repeating Shot

Spellcasting
CURRENCY
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Gold: 0
Silver: 0
Bronze: 0


FORGE OF THE LEFAYS (Attuned)
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This Forge was created for the use of the Royal Draconic Families to create armors, weapons, and wonderous items. The names are followed of the Mighty Forgers that used this. Etheria Lefay, Merlin Lefay,Leonidas Augustus II, and Gwynevere Lefay. The mighty Rakkor, Avalon, Luceque Radiante, and Zenith was made on this forge.

– Type: Spiritual Arcane Focus, Masterwork Forger's Tools, and Anvil/Wyvern Tear.
– Attunement: Soul Bound Attunement, The Spirits of Fabrication and Half Born or Elder Dragon (Only).
– Class Restriction: Artificer, Forge Cleric, Soul Forger, or ???
– Active: Forger Artificer
– Abilties: Gain access to the following abilities;

Hammer of the Lefays. This mighty Hammer is truly a marvel to use made of Draconic Steel. Whenever Infusing an Item it cuts the time tremendously. Now only taking a Short Rest or a Long rest to infuse items.

Touch of the Lefay's. The Knowledge of the Lefay's run through your mind. You Gain One Additional Infusions Known. As well One Additional Item Infusion Per a Short Rest or a Long rest to infuse items.

Fires of the Forge. Your soul bounded to this Forge giving you the power to take on any flames. Gain 5 DR to Fire Damage.

Knowledge of the Royal Forge. You gain 1 additional Spell slot of the highest one learned at level 3, 5, 9, 13 and 17.

Anvil of the Lefays. To unlock the true potential of this Forge you must master your craft. Craft 50 unique magical items using this Forge and roll a Forgery Check then Roll a d1000. There is a chance of failure of making an item under DC 10 or a natural 1 roll. (Let the @Dragon Apex and/or @Sutan Doskai for what Aspect comes out of the forge comes out of your forge.)


CLOCKWORK GUARDIAN (Aspect of Grul)
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The soul of survival runs through this Defender as magic from The Artarka Tribes flow through your anvil and metal to create this machine.

– Type: Enhanced Class Feature
– Attunement: No
– Class Restriction: Artificer (Battle Smith)
– Abilties: The following abilites are enhanced for this Steel Defender;

Artarka's Metal. This Defender Hit points equal to steel defender's Constitution modifier + your Intelligence modifier + Your Wisdom Modifier + Five times your level in this class.

Survival of Man and Machine. Deflect Attack reaction is an additional 5 feet. As well if the creature would miss an attack because of Deflect Attack. You and the Defender gain Hit Points equal to your Wisdom Modifier.


MUNDANE ITEMS
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– Two Daggers
– Light Crossbow (20 Bolts)
– Studded Leather Armor
– Thieves' Tools
– Dungeoneer's Pack


Equipment
RACIAL FEATURES & TRAITS/FEATS
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Human (Half-Born)
+1 All Stats
Size – Medium
Base Speed – 30 ft.
Languages – Common, Dwarvish, Draconic

First Ascension – Twice per day, gain a flight speed equal to your movement speed as a bonus action, lasting one minute.

Metamagic Adept
You learn two Metamagic options of your choice from the sorcerer class. You can use only one Metamagic option on a spell when you cast it, unless the option says otherwise. Whenever you reach a level that grants the Ability Score Improvement feature, you can replace one of these Metamagic options with another one from the sorcerer class. (Transmuted Spell + Twinned Spell)

You gain 2 sorcery points to spend on Metamagic (these points are added to any sorcery points you have from another source but can be used only on Metamagic). You regain all spent sorcery points when you finish a long rest.


DRAGON FEATURES & TRAITS
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Etheria
Origin – +1 Wisdom, +1 Strength
Skills – Sleight of Hand
Tool – Woodcarver's Tools

Smithy Fiery Nature – Gain Immunity to fire damage and any creature that hits you with a melee attack while within 5 feet takes up to your Spell Mod of Fire Damage.

I Can Make That – With the right tools, you are able to craft any (common) item needed for the situation to solve an issue. Depending on what is being crafted it takes a duration of 1 minute and up to craft. This item lasts until you make another item using this ability. You are unable to sell these items. You are able to do this crafting up to your casting modifier per short or long rest. [requires tool prof otherwise roll with a DC 15 - forge cleric level].

Curious Forger – You are able to craft magic items. Gain the identify spell without material costs. You are able to repair things faster than normal, reduce material costs and time spent on repairing items.

Shaper's Gift – A long rest grants you the ability to roll two d20s and record the numbers rolled. You can replace any tool check made by you or a creature you are assisting. You must choose to do so before the roll, and you can replace a roll in this way only once per roll.

Now This, is an Item – Items you make and use are considered to gain the following if they aren't a +X item already or lower;

Weapons: +2 to Hit and Damage or Additional Weapon Dice.
Armors: +2 AC or Gain 3 DR to Slashing, Piercing, and Bludgeoning.
Shields: +2 AC or able to make a Shield Bash that Deals an Additional D6.
Wondrous: Gain an Additional Charge of an Ability or +5 to HP (Max of 20).

Armed Forger – Gain 2 Additional Attunement Slots.

Artisan Style (Dragon's Vow) – As an action you gain advantage on ability checks made with tools for up to 1 hour or as long you are Forging. As long Artisan Style is active you add an additional 1d4 to the roll. The DC for the creation of items is lowered by half your Character Level. You can use this Vow once per long rest.


ARTIFICER FEATURES & TRAITS (lvl. 1+)
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Chosen Proficiencies
Armor – Light Armor, Medium Armor, Shields
Weapons – Simple Weapons
Tool Proficiencies – Thieves' Tools, Tinker's Tools, Smith's Tools
Skill Proficiencies – Arcana, Investigation
Saving Throws – Constitution, Intelligence

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 this feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with this 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.

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 using 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. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools.

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 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 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.

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, choosing from the "Artificer Infusions" section at the end of the class's description. 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see "Attunement" in chapter 7 of the Dungeon Master's Guide).

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 (Pick Two)
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 5th level and again at 9th and 15th level.
[Battle Smith and Artillerist]

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
+2 Constitution, Metamagic Adept Feat

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


BATTLE SMITH FEATURES
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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.
[Jeweler's Tools]

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.
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 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, 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 to revive 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.

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


ARTILLERIST FEATURES
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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.
[Mason's Tools]

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.
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 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 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 Cannons 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.

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 cannon.

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 woodcarver's 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 a bonus to one of the spell's damage rolls equal to the number rolled.

Features & Traits

Heroes Enabled

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

The statblocks of your class features

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

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


Created by

Valkuryn.

Statblock Type

Character Sheet (Legacy)

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