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Aurora

4 Level (0/6500 XP for level-up) Guild Artisan Background Eladrin (Custom Lineage) Race / Species / Heritage Lawful Good Alignment
Artificer
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR 13

+1

DEX 14

+2

CON 16

+3

INT 18

+4

WIS 13

+1

CHA 12

+1

35
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30ft
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+6 Attack mod
INT Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+2 Dexterity
+5 Constitution
+6 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+6 Arcana INT
+1 Athletics STR
+1 Deception CHA
+4 History INT
+3 Insight WIS
+1 Intimidation CHA
+4 Investigation INT
skills
+1 Medicine WIS
+4 Nature INT
+3 Perception WIS
+1 Performance CHA
+3 Persuasion CHA
+4 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Hammer +7 INT 1d4 magical bludgeoning
 light, thrown (20/60), Returning Weapon (+1 to hit and damage)
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +6 1 action 120 ft Instantaneous 1d10 VS
 Notes:fire
Mending +6 1 minute Touch Instantaneous 2d6 VSM
 Notes:Repairs a single break or tear in an object you touch. 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.

Level 1 Spells 3 slots

NAME AB CAST RNG DUR DMG CMP #
Cure Wounds +6 1 action Touch Instantaneous 1d8+4 VS
 Notes:No effect on undead or constructs
Faerie Fire +6 1 action 60 ft Concentration, up to 1 min V
 Notes:Object in 20 ft cube outlined with light. If creature fail Dex save, also outlined in light. For duration shed dim light 10 ft radius. Attacks against have advantage if can be seen or cannot benefit from invisible.
Heroism +6 1 action Touch Concentration, up to 1 min VS
 Notes:Immune to frightened, gain temp HP = spellcasting mod at start of each of it's turns. When spell ends, lose all temp hit points
Shield 1 reaction Self 1 round VS
 Notes: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.
Grease 1 action 60 ft 1 minute VSM
 Notes:10-foot square centered on a point within range and turns it into difficult terrain. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters area/ends turn there must succeed on Dex saving throw or fall prone.
Absorb Elements 1 reaction Self 1 round S
 Notes:acid, cold, fire, lightning, or thunder damage. You have resistance to the triggering damage type until the start of your next turn. First melee attack on next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
Tasha's Caustic Brew 1 action Self(30 ft line) Concentration, up to 1 minute 2d4 VSM
 Notes:acid. 30 feet long and 5 feet wide in a direction you choose. Must succeed on Dex saving throw or be covered in acid for the spell's duration or until a creature uses its action to clean acid off itself or another creature. 2d4 acid damage at start of each of its turns.
You learn to move things with your mind, granting you the following benefits:
You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.
Darkvision 60 ft
Trance. You don't need to sleep, and magic can't put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness.
Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don't have, each one with a weapon or a tool of your choice selected from the Player's Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest.
Crusher Feat
Once per turn, when you hit a creature with an attack that deals bludgeoning damage, you can move it 5 feet to an unoccupied space, provided the target is no more than one size larger than you.
When you score a critical hit that deals bludgeoning damage to a creature, attack rolls against that creature are made with advantage until the start of your next turn.

Features & Traits
Scale Mail (Mind Sharpener - 4 charges, regain 1d4 daily at dawn, when fail concentration save, can use charge to succeed)
Shield
Light Hammer
Thieves' tools
Tinker's tools
Letter of introduction from your guild
Set of traveler's clothes
Belt pouch
Potion of Invisibility
3 Purfume Pouches
Wooden smoking pipe with platinum gilding

Equipment Copper: 888, Silver: 210, Electrum: 16, Gold: 195, Platinum: 0 Money
Languages: Common, Elvish, Sylvan
Armor: light armor, medium armor, shields
Weapons: simple weapons, firearms, martial weapons
Tools: thieves' tools, tinker's tools, smith's tools, carpenter's tools, woodcarver's tools

Languages & Proficiencies
Over all their personality changes throughout the seasons, one thing that remains constant is that they want to be able to control their life.

Personality Traits
Having a grasp on your life and your situation makes life stable. In other words, control over yourself is the most important

Ideals
The guild they've stayed at treated them well over the years. They've built a strong allegiance towards the guild, and will help them if need be.

Bonds
They become paralyzed when there is too much information and too much going on to control. If they become overwhelmed by the situation, they won't know what option to take and will take no action at all.

Flaws
Artificer Infusions: Mind Sharpener, Returning Weapon, Replicate Magic Item, Enhanced Defence
Infused Items: Returning Weapon on light hammer, Mind Sharpener on armor
10/26 hp steel defender

Notes


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

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

Scale Mail Armor

Armor (Medium)

Common

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

Type AC STR Req. Stealth Dis.
Medium 14 + Dex Modifier (max 2) Yes

Cost: 50 gp
Weight: 45 lb

Shield

Armor (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.
Shield +2 No

Cost: 10 gp
Weight: 6 lb

Light Hammer

Weapon

Common

Light, Thrown

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

Cost: 2 gp
Weight: 2 lb

PHB

Tinker's Tools

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.

Cost: 50gp
Weight: 10lbs

Custom

Non-Breakable Thieves' Tools

Adventuring Gear

Common

This set of thieves' tools is unable to be broken. Nat 1's do not break the tools unless in an antimagic field.


Weight: 0 lb

The statblocks of your class features

TCE, ERLW

Battle Smith Artificier

Masters of invention, artificers use ingenuity and magic to unlock extraordinary capabilities in objects. They see magic as a complex system waiting to be decoded and then harnessed in their spells and inventions. You can find everything you need to play one of these inventors in the next few sections. Artificers use a variety of tools to channel their arcane power. To cast a spell, an artificer might use alchemist's supplies to create a potent elixir, calligrapher's supplies to inscribe a sigil of power, or tinker's tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents, and few other characters can produce the right tool for a job as well as an artificer.
hit dice: 1d8
hit points at 1st level: 8 + your Constitution modifier
hit points at higher levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st
armor proficiencies: light armor, medium armor, shields
weapon proficiencies: <simple weapons, firearms
tools: thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose 2 from Arcana, History, Investigation, Medicine, Nature, Perception, and Sleight of Hand.
starting equipment:
You start with the following items, plus anything provided by your background.
  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves' tools and a dungeoneer's pack

  • Alternatively, you may start with 5d4 Ă— 10 gp to buy your own equipment.
    spellcasting:
    Yes
    class features:
    Optional Rule: Firearm Proficiency   The secrets of creating and operating gunpowder weapons have been discovered in various corners of the D&D multiverse. If your Dungeon Master uses the rules on firearms in chapter 9 of the Dungeon Master's Guide and your artificer has been exposed to the operation of such weapons, your artificer is proficient with them.   Magical Tinkering   At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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 (meaning the spell has an 'M' component when you cast it). 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.   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.   If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space.   The Right Tool for the Job   At 3rd level, you learn how to produce exactly the tool you need: with thieves' tools or artisan'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 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.   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 to up to six magic items at once.   Soul of Artifice   At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
  • subclass options:
    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 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, which uses your proficiency bonus (PB) in several places. 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 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 another action. That action can be one in its stat block or some other action. If you are incapacitated, the defender can take any action of its choice, not just Dodge.   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. The defender also perishes if you die.   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.
  • Statblocks for your familiars, mounts etc.

    Steel Defender

    Medium construct, any
    Armor Class: 15
    Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
    Speed: 40 ft

    STR

    14 +2

    DEX

    12 +1

    CON

    14 +2

    INT

    4 -3

    WIS

    10 +0

    CHA

    6 -2

    Saving Throws: Dex +1 plus PB, Con +2 plus PB
    Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
    Damage Immunities: poison
    Condition Immunities: charmed, exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak

    Vigilant. The defender can't be surprised.

    Actions

    Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.   Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB 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.

    TCE

    Aurora's Custom Lineage

    ability score increase: Int +2
    age:
    Size: Medium
    speed: 30ft
    Languages: Common, Primordial
    race features:
    Creature Type. You are a humanoid. You determine your appearance and whether you resemble any of your kin. Size. You are Medium Feat. You gain the Telekinetic Feat Variable Trait. You gain darkvision with a range of 60 feet Languages. You can speak, read, and write Common and Primordial

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Player's Handbook p242

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 )
    Available for: Artificer, Sorcer, Wizard

    SRD

    Mending

    0-level (Cantrip) Transmutation

    Casting Time: 1 minute
    Range/Area: touch
    Components: VSM
    Materials: Two loadstones, or focus
    Duration: Instantaneous
    This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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

    Mage hand (Telekinetic feat)

    0-level (Cantrip) Conjuration

    Range/Area: 60ft
    Components: None
    A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.   You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.  

    With the Telekinetic feat:

    You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.

    Level 1 Spells

    PHB: P. 239

    Faerie Fire

    1-level Evocation

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: V
    Duration: Concentration, Up to 1 minute
    Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
    Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    Available for: Artificer, Bard, Druid

    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 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

    PHB: P. 250

    Heroism

    1-level Enchantment

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: 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, page 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: Sorcerer, Wizard

    SRD

    Grease

    1-level Conjuration

    Casting Time: 1 action
    Range/Area: 60 feet
    Components: VSM
    Materials: A bit of pork rind, or butter, or focus
    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, Sorcerer, Wizard

    Xanathar's Guide to Everything

    Absorb Elements

    1-level Abjuration

    Casting Time: 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
    Range/Area: Self
    Components: S
    Duration: 1 round
    The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.
    Available for: Artificer, Druid, Ranger, Sorcerer, Wizard

    SRD

    Tasha's Caustic Brew

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (30 foot line)
    Components: VSM
    Materials: a bit of rotten food, or focus
    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 acid damage at 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: Artificer, Sorcerer, Wizard

    SRD

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: VSM
    Materials: A small silver mirror, or focus
    Duration: 1 minute
    You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy creature, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

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


    World Anvil: The Ultimate Worldbuilding Toolset & RPG Campaign Manager

    Created for Dungeon Masters and Game Masters, World Anvil has everything you need to build your own homebrew RPG campaign setting, and run your games, either online or around the table!

    • Speed up prep with a whole library of community statblocks you can copy (and edit!)
    • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
    • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
    • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
    • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
    • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
    • Collaborate with players and GMs to build the campaign setting of your dreams 
    • NEVER lose your notes!

    GET STARTED TODAY!

    Take the first step. Create your account. Your world and characters await!

    100+ RPG systems