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

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Ghost

Artificer 7 Class & Level
SOLDIER Background
Warforged Race
Lawful Good Alignment

Strength 10
+0
Dexterity 12
+1
constitution 15
+2
intelligence 17
+3
wisdom 10
+0
charisma 8
-1
Total Hit Dice 7
Hit Die
1d8+2
+3 proficiency bonus
+0 Strength
+0 Dexterity
+0 Constitution
+0 Intelligence
+0 Wisdom
+0 Charisma
saving throws
-1 Acrobatics
+0 Animal Handling
+3 Arcana
+0 Athletics
-1 Deception
+6 History
+0 Insight
-1 Intimidation
+6 Investigation
+0 Medicine
+6 Nature
+0 Perception
-1 Performance
-1 Persuasion
+3 Religion
-1 Sleight of Hands
-1 Stealth
+0 Survival
skills Investigation, Nature, History proficiencies

 
15
Armor Class
60
Hit Points
+6
Initiative
30
Speed
SpearHit: 1d20-1 Damage: 1d6
Hammer, LightHit: 1d20 Damage: 1d8+2
Crossbow, LightHit: 1d20-1 Damage: 1d8
Attacks
LANGUAGES: Common
ARMOR: Light armor, Medium armor, shields
WEAPONS: Simple
TOOLS: Tinker's tools
Proficiences
CANTRIPS: Green-flame Blade, Thunderclap

LV1: Cure Wounds, Expeditious Retreat, Tasha's Caustic Brew, Featherfall

LV2: Web, Blur
Spellcasting
Spear x1
Light Hammer x1
Crossbow, light x1
Bolts x20

GP: 0
Equipment
WARFORGED:
  • Quirk: Ghost will analyze - out loud - the potential threat posed by every creature he meets.
  • Constructed Resilience
  • Sentry's Rest
  • Integrated Protection
  • Composite Plating Armor

  • ARTIFICER:
  • (Lv1) - Magical Tinkering
  • (Lv1) - Spellcasting
  • (Lv2) - Infuse Item
  • (Lv3) - Artificer Specialist: Artillerist
  • (Lv3) - Eldritch Cannon
  • (Lv3) - The Right Tool for the Job
  • (Lv4) - Feat: Alert
  • (Lv5) - Artillerist: Arcane Firearm
  • (Lv6) - Tool Expertise:
  • (Lv7) - Flash of Genius
  • Features & Traits

    Heroes Enabled

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

    Spear

    Weapon

    Common

    Range, Thrown, Versatile

    Type Damage Damage Range
    Simple Melee 1d6 Piercing 20/60 ft.


    Weight: 3lb

    Light Hammer

    Weapon

    Common

    Light, Throw, Range

    Proficiency with a light hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Melee 1d4 Bludgeoning 20/60

    Cost: 2gp
    Weight: 2lbs

    Crossbow, Light

    Weapon

    Common

    Ammunition, Loading, Range, Two-Handed

    Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

    Type Damage Damage Range
    Simple Ranged 1d8 Piercing 80/320

    Cost: 25gp
    Weight: 5lbs

    The statblocks of your class features

    Artificer

    hit dice: 1d8
    hit points at 1st level: 8 + Your constitution modifier
    hit points at higher levels: 1d8 (or 5) + Your constitution modifier
    armor proficiencies: Light armor, medium armor, shields
    weapon proficiencies: Simple Weapons
    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
    starting equipment:
    You start with the following equipment, in addition to
    the equipment granted by your background:
    • any two simple weapons of your choice
    • a light crossbow and 20 bolts
    • your choice of studded leather armor or scale mail
    • thieves' tools and a dungeoneer's pack
    If you forgo this starting equipment, as well as the
    items offered by your background, you start with 5d4 x
    10 gp to buy your equipment.
    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.   Spell Save DC: 8 + Your intelligence modifier + Your proficiency Modifier Spell Attack Bonus: Your intelligence modifier + Your proficiency Modifier
    class features:
    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.
    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.  
    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.  
    Also 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.  
    When you reach 4th, 8th, 1 2th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  
    Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  
    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.  
    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.  
    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 you store a spell in it, choosing a 1st- or 2nd-level spell from the artificer spell list that requires 1 action to cast (you needn't have it prepared). While holding the object, a creature can take an action to produce the spell's effect from it, using your spellcasting ability modifier. If the spell requires concentration, the creature must concentrate. The spell stays in the object until it's been used a number of times equal to twice your Intelligence modifier (minimum of twice) or until you use this feature again to store a spell in an object.  
    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.  
    Starting at 18th level, you can attune to up to six magic items at once.  
    At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection: You gain a +1 bonus to all saving throws per magic item you are currently attuned to. • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.  
    ARTIFICER INFUSIONS
    Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether the resulting magic item requires attunement. Some infusions specify a minimum artificer level. You can't learn such an infusion until you are at least that level. Unless an infusion's description says otherwise, you can't learn an infusion more than once.
    BOOTS OF THE WINDING PATH
    Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.
    ENHANCED ARCANE Focus
    Item: A rod, staff, or wand (requires attunement) While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack. The bonus increases to +2 when you reach 10th level in this class.
    ENHANCED DEFENSE
    Item: A suit of armor or a shield A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.
    ENHANCED WEAPON
    Item: A simple or martial weapon This magic weapon grants a + 1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
    HOMUNCULUS SERVANT
    Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms. You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons. The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block. In combat, the homunculus 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.
    RADIANT WEAPON
    Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action. The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn.
    REPEATING SHOT
    Item: A simple or martial weapon with the ammunition property (requires attunement) This magic weapon grants a + 1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
    REPULSION SHIELD
    Prerequisite: 6th-level artificer Item: A shield (requires attunement) A creature gains a + 1 bonus to Armor Class while wielding this shield. The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn.
    RESISTANT ARMOR
    Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement) While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
    RETURNING WEAPON
    Item: A simple or martial weapon with the thrown property This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.
    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 magic item that you can make with it, picking from the Replicable Items tables below. A table's title tells you the level you must be in the class to choose an item from the table. In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making. If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
    REPLICABLE ITEMS (2ND-LEVEL ARTIFI CER)
    Magic Item, Alchemy jug, Armblade (detail led in chapter 5), Bag of holding, Cap of water breathing, Goggles of night, Prosthetic limb (detail led in chapter 5), Rope of climbing, Sending stones, Wand of magic detection
    REPLICABLE ITEMS (6TH-LEVEL ARTIFICER)
      Boots of elvenkind, Cloak of elvenkind, Cloak of the manta, Eyes of charming, Gloves of thievery, Lantern of revealing, Pipes of haunting, Ring of water walking, Wand sheath (detail led in chapter 5)
    REPLICABLE ITEMS 10th-LEVEL ARTIFICER)
    Magic Item, Boots of striding and springing, Boots of the winter/ands, 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, Peria pt of wound closure, Pipes of the sewers, Quiver of Ehlonna, Ring of jumping, Ring of mind shielding, Slippers of spider climbing, Ventilating lung (detai led in chapter 5), Winged boots
    REPLICABLE ITEMS (14TH-LEVEL ARTIFICER)
    Magic Item, Amulet of health, Arcane propulsion arm (detailed in chapter 5), 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
    subclass options:
    ARTIFICER SPECIALISTS
    Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.   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. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace. 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. ALCHEMIST SPELLS
    Artificer Level Spell 3rd healing word, ray of sickness 5th flaming sphere, Me/f'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, you 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.
    EXPERIMENTAL ELIXIR
    d6 Effect
    1 Healing. The drinker regains a number of hit points equal to 2d4 + you r I ntell igence modifier,
    2 Swiftness. The drinker's walking speed increases by 10 feet for l hour,
    3 Resilience. The drinker gains a +l 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, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
    RESTORATIVE REAGENTS
    Starting at 9th level, you can incorporate restorative reagents into some of your works:
    • Whenever a creature drinks an experimental elixir you created, the creature gains temporary 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 immune to the poisoned condition.
    • You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, 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.  
    ARTILLERIST
    An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
    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.
    ARTILLERIST 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 a saving throw, treat all its ability scores as 10 (+O). 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.
    ELDRITCH CANNONS
    Cannon Activation
    Flamethrower The can non 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 1 20 feet of it. On a h it, 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 Make a ranged spell attack, originating from the cannon, at one creature or object within 1 20 feet of it. On a h it, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. The cannon emits a burst of positive energy that grants itself and each creature of your choice with in 10 feet of it a n umber of temporary hit points equal to 1d8 + your Intelligence modifier.  
    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.
    EXPLOSIVE CANNON
    Starting at 9th level, every eldritch cannon you create is more destructive: • The cannon's damage rolls all increase by ld8. • 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
    Starting at 1 5th 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. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
    TOOL PROFICIENCY
    When you adopt this specialization at 3rd level, 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
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
    BATTLE SMITH SPELLS
    Artificer Level Spell, 3rd heroism, 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. Steel 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.

    Alert

    Always on the lookout for danger, you gain the following benefits:

    • You gain a +5 bonus to initiative.
    • You can’t be surprised while you are conscious.
    • Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

    Statblocks for your familiars, mounts etc.

    Statblocks for race/species of the character.

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    Statblocks for your spells.

    Level 0 Spells

    Fire Magic

    Green-Flame Blade

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 5 feet
    Components: V, M
    Materials: A weapon
    Duration: Instantaneous
    As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
    At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase to 2d8 at 11th level and 3d8 at 17th level.
    Available for: Sorcerer, Warlock, Wizard

    Storm Magic

    Thunderclap

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 5 feet
    Components: S
    Duration: Instantaneous
    You create a burst of thunderous sound that can be heard up to 100 feet away. Each creature within range, other than you, must make a Constitution saving throw or take 1d6 thunder damage.
    At higher levels: The spell's damage increases by 1d6 when you reach 5th level 2d6 , 11th level 3d6 , and 17th level 4d6 .
    Available for: Artificer, Bard, Druid, Sorcerer, Warlock, Wizard

    Level 1 Spells

    Evocation Magic

    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 1d8 + 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 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    Tasha's Cauldron of Everything, pg. 115

    Tasha's Caustic Brew

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self, 30' line/5' wide
    Components: Verbal, Somatic, Material
    Materials: a bit of rotten food
    Duration: Concentration, up to 1 minute
    A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 damage at the start of each of its turns.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
    Available for: Wizard, Sorcerer, Artificer

    Transmutation Magic

    Expeditious Retreat

    1-level Transmutation

    Casting Time: 1 bonus action
    Range/Area: Self
    Components: V, S
    Duration: Concentration, Concentration, up to 10 minutes
    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
    Available for: Artificer, Sorcerer, Warlock, Wizard

    Level 2 Spells

    Illusion Magic

    Blur

    2-level Illusion

    Casting Time: 1 action
    Range/Area: Self
    Components: V
    Duration: Concentration, Concentration, up to 1 minute
    Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
    Available for: Artificer, Sorcerer, Wizard

    Basic Rules, pg. 287

    Web

    2-level Conjuration

    Casting Time: 1 Action
    Range/Area: 60 ft. (20 ft. cube)
    Components: V, S, M
    Materials: A bit of spiderweb
    Duration: Concentration, 1 Hour

    You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

    If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

    Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

    A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

    The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

    Available for: Sorcerer, Wizard, Circle of the Land (Underdark), Artificer

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    rmkrisby.

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