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

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Lurella Vose

Artificer, Artillerist 16 Class & Level
Tinker's Guild Background
Rock Gnome Race
Neutral Good Alignment

Strength 10
+0
Dexterity 12
+1
constitution 14
+2
intelligence 18
+4
wisdom 13
+1
charisma 12
+1
Total Hit Dice 14
Hit Die
1d8+2
+5 proficiency bonus
+0 Strength
+0 Dexterity
+6 Constitution
+7 Intelligence
+1 Wisdom
+1 Charisma
saving throws
+2 Acrobatics
+3 Animal Handling
+8 Arcana
+2 Athletics
+3 Deception
+6 History
+5 Insight
+3 Intimidation
+12 Investigation
+3 Medicine
+6 Nature
+3 Perception
+3 Performance
+5 Persuasion
+6 Religion
+2 Sleight of Hands
+2 Stealth
+3 Survival
skills Arcana, Insight, Investigation, Persuasion proficiencies

 
17
Armor Class
117
Hit Points
+2
Initiative
25
Speed
WeaponAttackDamage Type
Dagger (Infused, Returning Weapon) 1d20+1 1d4+1 Piercing
Light Crossbow 1d20+4 1d8+1 Piercing
Light Hammer (Infused, Returning Weapon) 1d20+4 1d4 Bludgeoning
Acid SplashDC15 3d6 Acid
Cure Wounds 1d8+3 Healing
ThunderwaveDC15 2d8 Thunder
Heat MetalDC15 2d8 Fire
Scorching Ray 1d20+7 2d6 Fire
ShatterDC15 3d8 Thunder
FireballDC15 8d6 Fire
Attacks
Thieves' Tools
Tinker's Tools
Smith's Tools
Woodcarver's Tools
Proficiences
You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.
Spellcasting
Crossbow Bolt (20)
Grandpa Grimbo's Mouth Harp (Attuned)
Studded Leather Armor
Half Plate Armor of Magical Strength (Attuned)
Shield

Equipment
I'm eager to learn about people and places, and their workings
I'd love to prove my worth through my tinkering, and will prattle on for hours about it
Personality Traits
My talents were given to me so that I could use them to benefit the world
Ideals
One day I hope to return to the tinker's guild where I set up and prove that I'm the best inventor of them all
Bonds
I'll do anything to try to show off my handiwork, often to the detriment of myself and, potentially, others
Flaws

Heroes Enabled

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

DnD 5e SRD SRD

Half Plate Armor

Medium Armor Common

Type AC STR Req. Stealth Dis. Properties
Medium 15 + Dex Modifier (max 2) YES

Cost: 750 gp Weight: 40 lb


 

DnD 5e SRD SRD

Shield

Shield Common

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

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

Cost: 10 gp Weight: 6 lb


 

Dagger of Returning (Infused)

Adventuring Gear Finesse, Light, Thrown Uncommon

A light dagger, infused with an enchantment that lets it return to its bearer when thrown.

Type Damage Damage Range Properties
None 1d4+1 Piercing 20/60 ft Finesse, Light, Thrown

Cost: 2 gp Weight: 1 lb


 

DnD 5e SRD SRD

Crossbow, light

Ranged Weapon Ammunition, Loading, Two-Handed Common

Type Damage Damage Range Properties
Simple 1d8 Piercing 80/320 ft Ammunition, Loading, Two-Handed

Cost: 25 gp Weight: 5 lb


 

DnD 5e SRD

Studded Leather Armor of Magical Strength (Infused)

Adventuring Gear Magical, Light Uncommon (this item requires attunement)

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.  It has been infused with an enchantment.

Effects

Magical Strength. While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.

Enchantment Charges. The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.

Type AC STR Req. Stealth Dis. Properties
Light 12 + 1 + Dex Modifier

Cost: 45 gp Weight: 13 lb


 

Boots of the Winding Path (Infused)

Adventuring Gear

Varies Conjuration

Magical, Infused

Effects


Boots of the Winding Path. 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.


Cape of the Mountebank

Wondrous Item Rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.

When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.


 

The statblocks of your class features

Artificer


Hit Points

Hit Dice: d8 per Artificer level
Hit Points at first Level: 8 + your Constitution modifier
Hit Points at Higher Levels: d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiences

Armor: Light armor, medium armor, shields
Weapons: Simple weapons, hand crossbows, heavy crossbows
Tools: Theives' tools, tinker's tools, one type of artisan's tools of your choice
Saving Throws: Constitution, Intelligence
Skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

Overview & Creation

Masters of unlocking magic in everyday objects, artificers are supreme inventors. They see magic as a complex system waiting to be decoded and controlled. Artificers use tools to channel arcane power, crafting temporary and permanent magical objects.   You must have an Intelligence score of 13 or higher in order to multiclass in or out of this class.


Class Features

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.

Infusions Known

When you gain this feature, pick four artificer infusions to learn. You learn additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

Infusing an Item

Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion works on only certain kinds of objects, as specified in the infusion’s description. If the item requires attunement, you can attune yourself to it the instant you infuse the item, or you can forgo attunement so that someone else can attune to the item. If you decide to attune to the item later, you must do so using the normal process for attunement.   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   You can infuse more than one nonmagical object at the end of a long rest; the maximum number of objects appears in the Infused Items column of the Artificer table. You must touch each of the objects, and each of your infusions can be in only one object at a time. Moreover, no object can bear more than one of your infusions at a time. If you try to exceed your maximum number of infusions, the oldest infusion immediately ends, and then the new infusion applies.

Artificer Specialist

At 3rd level, you choose the type of specialist you are: Your choice grants you features at 5th level and again at 9th and 15th level.

The Right Tool for the Job

At 3rd level, you've learned 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.

Ability Score Improvement

When you reach 4th level, 8th, 12th, 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.

Tool Expertise

At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.

Flash of Genius

At 7th level, you've gained 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 can now 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 lst- 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 up to six magic items at once.

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed out-right, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.
 
 


Starting Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • any two simple weapons
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • thieves’ tools and a dungeoneer’s pack

 


Spellcasting

You have studied the workings of magic, how to channel it through objects, and how to awaken it within them. As a result, you have gained a limited ability to cast spells. To observers, you don’t appear to be casting spells in a conventional way; you look as if you’re producing wonders through various items.

Tools Required

You produce your artificer spell effects through your tools. You must have a spellcasting focus – specifically tinker’ tools or some kind of artisan’s tool – in hand when you cast any spell with this Spellcasting feature. You must be proficient with the tool to use it in this way.   After you gain the Infuse Item feature at 2nd level, you can also use any item bearing one of your infusions as a spellcasting focus.

Cantrips (0-Level Spells)

At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer cantrips of your choice, as shown in the Cantrips Known column of the Artificer table. When you gain a level in this class, you can replace one of the artificer cantrips you know with another cantrip from the Artificer Spell List.

Preparing and Casting Spells

The Artificer table shows how many spell slots you have to cast your artificer spells. To cast one of your artificer spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of artificer spells that are available for you to cast, choosing from the artificer spell list. When you do so, choose a number of artificer spells equal to your Intelligence modifier + half your artificer level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots.   For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn’t remove it from your list of prepared spells.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in tinkering with your spellcasting focuses: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.   Spell save DC = 8 + your proficiency bonus + your Intelligence modifier   Spell attack modifier = your proficiency bonus + your Intelligence modifier

Ritual Casting

You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.


Subclass Options

Artificer: Alchemist

Artificer: Armorer

Artificer: Artillerist

Artificer: Battle Master


 


LevelProficiency BonusFeaturesInfusions KnownInfused ItemsCantrips Known1st2nd3rd4th5th
1+2Magical Tinkering, Spellcasting--22----
2+2Infuse Item4222----
3+2Artificer Specialist, The Right Tool for the Job4223----
4+2Ability Score Improvement4223----
5+3Artificer Specialist feature42242---
6+3Tool Expertise63242---
7+3Flash of Genius63243---
8+3Ability Scorre Improvement63243---
9+4Artificer Specialist feature632432--
10+4Magic Item Adept843432--
11+4Spell-Storing Item843433--
12+4Ability Score Improvement843433--
13+5-8434331-
14+5Magic Item Savant10544331-
15+5Artificer Specialist feature10544332-
16+5Ability Score Improvement10544332-
17+6-105443331
18+6Magic Item Master126443331
19+6Ability Score Improvement126443332
20+6Soul of Artifice126443332

Artificer: Artillerist


Hit Points

Hit Dice: d8 per Artificer: Artillerist level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools: 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.
Saving Throws:
Skills:

Overview & Creation

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


Class Features

Eldritch Cannon

At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.

Once you create a cannon, you can't do so again until you finish a long rest. or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can't create one while your cannon is present. The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or saving throw, treat all it's ability scores as 10 (+0). If the Mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannon table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the 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 woodcarvers' tools to carve special sigils into a wand, staff or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll 1d8 , and you gain bonus to one of the spell's damage rolls equal to the number rolled. If the spell affects multiple creatures, one creature of your choice takes the bonus damage.

Explosive Cannon

Starting at 9th level, every eldritch cannon you create is more destructive:

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Fortified Position

By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:

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

 


Spellcasting

Artillerist Spells

Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.

Artificer Level 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

 

Statblocks for your familiars, mounts etc.

TCoE

Eldritch Cannon

Tiny construct, any
Armor Class: 18
Hit Points: Artificer Level x5
Speed: 15 ft , fly: 0 ft , burrow: 0 ft , swim: 0 ft , climb: 15 ft

STR

10 +0

DEX

10 +0

CON

10 +0

INT

10 +0

WIS

10 +0

CHA

10 +0

Languages: None
A summoned Eldritch Cannon. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.   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 and psychic damage. 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.  
Cannon Activation
Flamethrower The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force Ballista Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the 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).

Statblocks for race/species of the character.

Rock Gnome

Ability Score Increase +1 Con
Size Small
Speed 25ft

As a rock gnome, you have a natural inventiveness and hardiness beyond that of other gnomes. Most gnomes in the worlds of D&D are rock gnomes, including the tinker gnomes of the Dragonlance setting.


Artificer’s Lore

Whenever you make an Intelligence (History) check related to magic items, alchemical objects, or technological devices, you can add twice your proficiency bonus, instead of any proficiency bonus you normally apply.  

Tinker

You have proficiency with artisan’s tools (tinker’s tools). Using those tools, you can spend 1 hour and 10 gp worth of materials to construct a Tiny clockwork device (AC 5, 1 hp). The device ceases to function after 24 hours (unless you spend 1 hour repairing it to keep the device functioning), or when you use your action to dismantle it; at that time, you can reclaim the materials used to create it. You can have up to three such devices active at a time.   When you create a device, choose one of the following options:   Clockwork Toy. This toy is a clockwork animal, monster, or person, such as a frog, mouse, bird, dragon, or soldier. When placed on the ground, the toy moves 5 feet across the ground on each of your turns in a random direction. It makes noises as appropriate to the creature it represents.   Fire Starter. The device produces a miniature flame, which you can use to light a candle, torch, or campfire. Using the device requires your action.   Music Box. When opened, this music box plays a single song at a moderate volume. The box stops playing when it reaches the song’s end or when it is closed.

Languages. Common, Gnomish

Statblocks for companions, followers and other allies.

Homunculus Servant

Tiny construct, neutral
Armor Class: 13 (natural armor)
Hit Points: Equal to homunculus's Constitution modifier + your Intelligence modifier + your level in the Artificer class
Speed: 20 ft , fly: 30 ft

STR

4 -3

DEX

15 +2

CON

12 +1

INT

10 +0

WIS

10 +0

CHA

7 -2

Saving Throws: Dex +1
Skills: Perception +4, Stealth +4
Damage Immunities: Poison
Condition Immunities: Exhaustion, Poisoned
Senses: Darkvision 60ft, Passive Perception 14
Languages: Understands the languages you speak.

Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill and saving throw bonuses and the bonuses to hit and damage of its attack.

Actions

These actions require the use of your bonus action.

Force Strike. Ranged Weapon Attack: 1d20+4 to hit, range 30ft., one target you can see. Hit: 1d4+2 force damage.

Reactions

Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

Statblocks for your spells.

Level 0 Spells

SRD

Firebolt

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: Sorcerer, Wizard

PHB pg. 211

Acid Splash

0-level (Cantrip) Conjuration

Casting Time: 1 Action
Range/Area: 60 Feet
Components: V, S
Duration: Instantaneous
You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Available for: Sorcerer, Wizard

PHB: P. 256

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S
Duration: 1 minute
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 magical items, or carry more than 10 pounds.
Available for: Artificer, Bard, Sorcerer, Warlock, Wizard

PHB: P. 259

Mending

0-level (Cantrip) Transmutation

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

Infusion: Armor of Magical Strength

0-level (Cantrip) Enchantment

Materials: A suit of armor (requires attunement)

While wearing this armor, a creature can use its Intelligence modifier in place of its Strength modifier when making Strength checks and Strength saving throws.

The armor has 4 charges. As a reaction when it would be knocked prone, the wearer can expend 1 charge to not be knocked prone. The armor regains 1d4 expended charges daily at dawn.

Available for: 10th-level Artificer

Infusion: Replicate Magic Item

0-level (Cantrip) Enchantment

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. A table's title tells you the level you must be in the class to choose an item from the table.

Replicable Magic Items (2nd-level Artificer)

Magic Item Requires Attunement?
Alchemy Jug No
Armblade Yes

todo

Available for: Artificer

Infusion: Radiant Weapon

0-level (Cantrip) Enchantment

Materials: A simple or martial weapon (requires attunement)

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by a melee attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Available for: 6th-level Artificer

Infusion: Homunculus Servant

0-level (Cantrip) Enchantment

Materials: A gem worth at least 100gp 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' appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.

In combat, the homunculus shares your initiative count, but takes its turn immediately after yours. It can move and use its reaction on it's own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide or Search action.

The homunculus regains 2d6 hit points if the Mending spell is cast on it. If it dies, it vanishes leaving its heart in its space.

Refer to the Homunculus Servant stat block.
Available for: 6th-level Artificer

Infusion: Enhanced Defense

0-level (Cantrip) Enchantment

Materials: 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.

At higher levels:

The bonus increases to +2 when you reach 10th level in the Artificer class.

Available for: Artificer

Infusion: Boots of the Winding Path

0-level (Cantrip) Enchantment

Materials: 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.
Available for: 6th-level Artificer

Infusion: Armor of Tools

0-level (Cantrip) Enchantment

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

Level 1 Spells

PHB: P. 230

Cure Wounds

1-level Evocation

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

A creature you touch regains a number of hit points equal to 1*D8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1*D8 for each slot level above 1st.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

PHB: P. 272

Sanctuary

1-level Abjuration

Casting Time: 1 action
Range/Area: 30 feet
Components: V, S, M
Materials: a small silver mirror
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 or casts a spell that affects an enemy creature, this spell ends.
  Wizard of the Coasts (2018): The final sentence now reads, “If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.”
Available for: Artificer, Cleric

PHB: P. 275

Shield

1-level Abjuration

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

PHB: P. 282

Thunderwave

1-level Evocation

Casting Time: 1 action
Range/Area: Self (15 foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you.
Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Available for: Artificer (Armorer, Artillerist), Bard, Druid, Sorcerer, Wizard

Level 2 Spells

PHB: P. 211

Alter Self

2-level Transmutation

Casting Time: 1 action
Range/Area: Self
Components: V, S
Duration: Concentration, Concentration, up to 1 hour
You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.   Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also can’t appear as a creature of a different size than you, and your basic shape stays the same; if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.   Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with your unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.
Available for: Artificer, Sorcerer, Wizard

PHB: P. 250

Heat Metal

2-level Transmutation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a piece of iron and a flame
Duration: Concentration, Concentration, up to 1 minute
Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Available for: Artificer, Bard, Druid

PHB: P. 257

Magic Weapon

2-level Transmutation

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

PHB: P. 274

See Invisibility

2-level Divination

Casting Time: 1 action
Range/Area: Self
Components: V, S, M
Materials: a pinch of talc and a small sprinkling of powdered silver
Duration: 1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 273

Scorching Ray

2-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several. Make a ranged spell attack for each ray. On a hit, the target takes 2*D6 fire damage.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.
Available for: Artificer (Artillerist), Druid (Wildfire), Sorcerer, Wizard

PHB: P. 275

Shatter

2-level Evocation

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, M
Materials: a chip of mica
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3*D8 thunder damage on a failed save, or half as much damage on a successful one.
A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1*D8 for each slot level above 2nd.
Available for: Artificer (Armorer, Artillerist), Bard, Sorcerer, Warlock, Wizard

Level 3 Spells

PHB: P. 234

Dispel Magic

3-level Abjuration

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S
Duration: Instantaneous
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.
Available for: Artificer, Bard, Cleric, Druid, Paladin, Sorcerer, Warlock, Wizard

PHB: P. 272

Revivify

3-level Necromancy

Casting Time: 1 action
Range/Area: Touch
Components: V, S, M
Materials: diamonds worth 300 gp, which the spell consumes
Duration: Instantaneous

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can’t return to life a creature that has died of old age, nor can it restore any missing body parts.
Available for: Artificer, Cleric, Druid (Wildfire), Paladin

Xanathar's Guide to Everything

Catnap

3-level Enchantment

Casting Time: 1 action
Range/Area: 30 feet
Components: Somatic, Material
Materials: A pinch of sand
Duration: 10 minutes
You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell’s duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can’t be affected by this spell again until it finishes a long rest.
Available for: Artificer, Bard, Sorcerer, Wizard

PHB: P. 241

Fireball

3-level Evocation

Casting Time: 1 action
Range/Area: 150 feet
Components: V, S, M
Materials: A tiny ball of bat guano and sulfur
Duration: Instantaneous
A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one. The fire spreads around corners. It ignites flammable objects in the area that aren’t being worn or carried.
At higher levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Available for: Artificer (Artillerist), Sorcerer, Wizard

PHB: P. 288

Wind Wall

3-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a tiny fan and a feather of exotic origin
Duration: Concentration, Concentration, up to 1 minute

A wall of strong wind rises from the ground at a point you choose within range.
You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can’t pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can’t pass through it.
Available for: Artificer (Artillerist), Druid, Ranger

Level 4 Spells

PHB: P. 252

Ice Storm

4-level Evocation

Casting Time: 1 action
Range/Area: 300 feet
Components: V, S, M
Materials: a pinch of dust and a few drops of water
Duration: Instantaneous
A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.   Hailstones turn the storm’s area of effect into difficult terrain until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.
Available for: Artificer (Artillerist), Druid, Sorcerer, Wizard

PHB: P. 285

Wall of Fire

4-level Evocation

Casting Time: 1 action
Range/Area: 120 feet
Components: V, S, M
Materials: a small piece of phosphorus
Duration: Concentration, Concentration, up to 1 minute

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At higher levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.
Available for: Artificer (Artillerist), Druid, Sorcerer, Wizard

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

World of Yngiro

Grandpa Grimbo's Mouth Harp

Instrument

Legendary Illusion Requires Attunement

Magical

A small mouth harp, previously belonging to the gnommish bard Grimbo Vose. Its reed is covered in a patina of rust, degrading its quality and value. Having once been used as a spell focus, there is something faintly magical about this item that someone interested in enchantments or history may be very interested in. However, to the layman, it is essentially a piece of sentimental junk; an old family heirloom and little more.


Effects


Lingering Magic. Due to its history of acting as a bard's spell focus, this mouth harp is imbued with a faint magical enchantment. If you are attuned to Grandpa Grimbo's Mouth Harp, and roll a 5 or lower on your first roll of a performance check with this item, you may choose reroll the performance check. If you do so, you must take the value of the second roll for the check.

Complex Enchantment. Due to the intricacies of the innate enchantment on this object, its enchantment cannot be replicated.  Artificers cannot infuse other items with this enchantment, and if the mouth harp is duplicated by magic, the duplicate ends up a simple mouth harp.

Cost: 0 cp - 20 gp
Weight: 0.05lbs

World of Yngiro

Owlbear Totem

Adventuring Gear

Varies

Magical

A small wooden totem in the shape of an owlbear.


Effects


Summon Owlbear. When broken, this totem summons one extremely angry owlbear. The owlbear will attack any creatures nearby, including the summoner.



Created by

satyrnidae.

Statblock Type

Character Sheet (Legacy)

Link/Embed