+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+1 | Strength | |
+7 | Dexterity | |
+4 | Constitution | |
+7 | Intelligence | |
+2 | Wisdom | |
+1 | Charisma |
+11 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+3 | Arcana | INT | |
+1 | Athletics | STR | |
+1 | Deception | CHA | |
+3 | History | INT | |
+6 | Insight | WIS | |
+1 | Intimidation | CHA | |
+11 | Investigation | INT |
+2 | Medicine | WIS | |
+3 | Nature | INT | |
+6 | Perception | WIS | |
+1 | Performance | CHA | |
+5 | Persuasion | CHA | |
+3 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+7 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Peace | +7 | DEX | 1d4+7+3 | Piercing | |
Finesse, Light, Thrown, Returning, Enhanced | |||||
Quiet | +7 | DEX | 1d4+7+3 | Piercing | |
Finesse, Light, Thrown, Returning, Enhanced | |||||
Rifle, Hunting | +5 | STR | 2d10+3+1 | Piercing | |
Ammunition (Firearms), Range, Reload, Two-Handed, Burst Fire | |||||
Marsden Prototype | +7 | DEX | 2d8+11+3 | Piercing | |
Ammunition (special), range (20/80), reload, One handed, burst fire, 2 shots per action | |||||
Rapier | +7 | DEX | 1d8+3 | Piercing | |
Finesse | |||||
Unarmed Strike | +1 | STR | 2+1 | Bludgeoning | |
INT Quen Cannon | +7 | INT | 1d6+3 | Fire | |
DEX Quen Cannon | +7 | DEX | 1d6+3+3 | Fire |
The statblocks of your Weapons, armor and other important/magical equipment
Custom
Wondrous Item
Rare Requires Attunement
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
TCoE
Armor (Medium)
Uncommon
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 the following benefits while wearing this armor: If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you. You can use 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 can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a limb it replaces. You can doff or don the armor as an action. The armor continues to be Arcane Armor until you don another suit of armor or you die. 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 weapon, 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. Infiltrator You customize your armor for subtle undertakings. It has the following features: Lightning Launcher. A gemlike node appears on one of your armored fists or on the chest (your choice). It counts as a simple ranged weapon, with a normal range of 90 feet and a long range of 300 feet, and it deals 1d6 lightning damage on a hit. Once on each of your turns when you hit a creature with it, you can deal an extra 1d6 lightning damage to that target. Powered Steps. Your walking speed increases by 5 feet. Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal. Quenaztium Cannon (Armour) INT: 1 Action Quenaztium Cannon (Armour) DEX: 1 ActionType | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Medium | 14+ Dex | None | No |
Homebrew
Modern
Uncommon
The polaroid camera can be used to capture an image of whatever the lens is pointed at. It has limited film and produces a bright flash when used.
Homebrew
Firearm
Rare
A Marsden Co. 8-Shooter Prototype Ranged Weapon Attack: +8 to hit, reach 5 ft. or range 40/240 ft. semi/burst fire, reload (8 shots), multiple targets. Hit: 8 (2d8 + 8) piercing damage Can be loaded with a variety of ammo, and fired with one hand, but requires manually reloading (1 bullet per turn) with both hands.Type | Damage | Damage | Range |
---|---|---|---|
Simple Ranged | 2d8+8 | Piercing | 40/240 |
Homebrew
Tool
Rare
A seemingly normal harmonica that can function as such, but within is hidden a set of thieves tools and a blade.Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4 | Piercing | 20/60 |
Homebrew
Weapon
Very Rare
Twin daggers that have been upgraded past their standard ability. Both are Enhanced and Returning WeaponsType | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d4+7 (per dagger) | Piercing | 20/60 |
Adventuring Gear
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.
Cost: 50 gp
Weight: 8Ib
Tool
Varies
Can be used to open doors or break thingsA red crowbar, a basic tool that will always be useful when dealing with things in space.
Type | Damage | Damage | Range |
---|---|---|---|
Simple Melee | 1d6 + str | Bludgeoning |
PHB
Tool
Uncommon
Components. A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing. Deception. In certain cases, a disguise can improve your ability to weave convincing lies. Intimidation. The right disguise can make you look more fearsome, whether you want to scare someone away by posing as a plague victim or intimidate a gang of thugs by taking the appearance of a bully. Performance. A cunning disguise can enhance an audience's enjoyment of a performance, provided the disguise is properly designed to evoke the desired reaction. Persuasion. Folk tend to trust a person in uniform. If you disguise yourself as an authority figure, your efforts to persuade others are often more effective. Create Disguise. As part of a long rest, you can create a disguise. It takes you 1 minute to don such a disguise once you have created it. You can carry only one such disguise on you at a time without drawing undue attention, unless you have a bag of holding or a similar method to keep them hidden. Each disguise weighs 1 pound. At other times, it takes 10 minutes to craft a disguise that involves moderate changes to your appearance, and 30 minutes for one that requires more extensive changes. Disguise Kit Activity DC Cover injuries or distinguishing marks 10 Spot a disguise being used by someone else 15 Copy a humanoid's appearance 20This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.
Adventuring Gear
Common
A waterskin can hold 4 pints of liquid.
Cost: 0.2 gp
Weight: 5Ib
PHB
Tool
Uncommon
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. Training with jeweler's tools includes the basic techniques needed to beautify gems. It also gives you expertise in identifying precious stones. Components. Jeweler's tools consist of a small saw and hammer, files, pliers, and tweezers. Arcana. Proficiency with jeweler's tools grants you knowledge about the reputed mystical uses of gems. This insight proves handy when you make Arcana checks related to gems or gem-encrusted items. Investigation. When you inspect jeweled objects, your proficiency with jeweler's tools aids you in picking out clues they might hold. Identify Gems. You can identify gems and determine their value at a glance. Jeweler's Tools Activity DC Modify a gem's appearance 15 Determine a gem's history 20
PHB
Tool
Uncommon
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. Knowledge of leatherworking extends to lore concerning animal hides and their properties. It also confers knowledge of leather armor and similar goods. Components. Leatherworker's tools include a knife, a small mallet, an edger, a hole punch, thread, and leather scraps. Arcana. Your expertise in working with leather grants you added insight when you inspect magic items crafted from leather, such as boots and some cloaks. Investigation. You gain added insight when studying leather items or clues related to them, as you draw on your knowledge of leather to pick out details that others would overlook. Identify Hides. When looking at a hide or a leather item, you can determine the source of the leather and any special techniques used to treat it. For example, you can spot the difference between leather crafted using dwarven methods and leather crafted using halfling methods. Leatherworker's Tools Activity DC Modify a leather item's appearance 10 Determine a leather item's history 20
Weapon
Common
Aquatic. You do not have DisADV on attacks made using aquatic weapons as a result of being underwater.Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 | Piercing | Melee |
DMG
Firearm
Common
Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Ammunition. You can use a weapon that has the ammunition property to make a ranged attack only if you have ammunition to fire from the weapon. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack. Loading a one-handed weapon requires a free hand. The ammunition of a firearm is destroyed upon use. If you use a weapon that has the ammunition property to make a melee attack, you treat the weapon as an improvised weapon. A sling must be loaded to deal any damage when used in this way. Reload. A limited number of shots can be made with a weapon that has the reload property. A character must then reload it using an action or a bonus action (the character's choice). Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.Type | Damage | Damage | Range |
---|---|---|---|
Martial Ranged | 2d10 | Piercing | 80/240 |
PHB
Adventuring Gear
Varies
A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.
Adventuring Gear
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. Smith's tools allow you to work metal, heating it to alter its shape, repair damage, or work raw ingots into useful items. Components. Smith's tools include hammers, tongs, charcoal, rags, and a whetstone. Arcana and History. Your expertise lends you additional insight when examining metal objects, such as weapons. Investigation. You can spot clues and make deductions that others might overlook when an investigation involves armor, weapons, or other metalwork. Repair. With access to your tools and an open flame hot enough to make metal pliable, you can restore 10 hit points to a damaged metal object for each hour of work. Smith's Tools Activity DC Sharpen a dull blade 10 Repair a suit of armor 15 Sunder a nonmagical metal object 15
PHB
Adventuring Gear
Uncommon
This set of 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. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks. Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks. Components. Thieves' tools include 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. History. Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps. Investigation and Perception. You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence. Set a Trap. Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate. Thieves' Tools Activity DC Pick a lock Varies Disable a trap Varies
PHB
Adventuring Gear
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. 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 flame hot enough to make the metal pliable. Tinker's Tools Activity DC Temporarily repair a disabled device 10 Repair an item in half the time 15 Improvise a temporary item using scraps 20
The statblocks of your class features
Tasha's Cauldron of Everything
Artificer Level | Features |
---|---|
3rd | Tool Proficiency, Armorer Spells, Arcane Armor, Armor Model |
5th | Extra Attack, Armorer Spells |
9th | Armor Modifications, Armorer Spells |
13th | Armorer Spells |
15th | Perfected Armor |
17th | Armorer Spells |
Artillerist Level | Spell |
---|---|
3rd | Magic Missile, Thunderwave |
5th | Mirror Image, Shatter |
9th | Hypnotic Pattern, Lightning Bolt |
13th | Fire Shield, Greater Invisibility |
17th | Passwall, Wall of Force |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Homebrew
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
0-level (Cantrip) Conjuration
PHB
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Transmutation
PHB
0-level (Cantrip) Necromancy
PHB, pg.220
1-level Evocation
XGtE
1-level Transmutation
PHB
1-level Evocation
PHB
1-level Transmutation
PHB
1-level Conjuration
PHB
1-level Conjuration
PHB
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Evocation
PHB
1-level Necromancy
UAMM
1-level Transmutation
PHB
1-level Evocation
PHB
2-level Abjuration
PHB
2-level Illusion
PHB
2-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
Armor (Light)
Common
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Light | 11 + Dex Modifier | No |
Cost: 10 gp
Weight: 10 lb
Homebrew
Vehicle
Common
An airboard is essentially a arial skateboard with far greater speed, and a retractable sail that both helps steer and keep a grip.
Homebrew
Weapon
Rare
You have +1 to attacks and damage with this weaponThis glowing green scimitar was found in the Talthorian embassy after a fight with an unknown group had broken out.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d6+4 | Slashing |