+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+2 | Strength | |
+3 | Dexterity | |
+5 | Constitution | |
+7 | Intelligence | |
+1 | Wisdom | |
-1 | Charisma |
+3 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+7 | Arcana | INT | |
+2 | Athletics | STR | |
-1 | Deception | CHA | |
+7 | History | INT | |
+4 | Insight | WIS | |
-1 | Intimidation | CHA | |
+4 | Investigation | INT |
+1 | Medicine | WIS | |
+7 | Nature | INT | |
+4 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+4 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+3 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Hand Crossbow | +6 | DEX | 1d6+3+3 | piercing | |
Shortsword | +6 | DEX | 1d6+3+3 | piercing |
The statblocks of your Weapons, armor and other important/magical equipment
PHB, page 153. Available in the SRD.
Adventuring Gear A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack. Common
Cost: 2gp Weight: 5lb
DnD 5e Players handbook
Adventuring Gear Common
A set of common travelers clothes to protect from the elements. This may be a set of oiled leathers or tailored furs.
Cost: 2 gp Weight: 4 lb.
DnD 5e SRD SRD
Ranged Weapon Ammunition, Light, Loading Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | 30/120 ft | Ammunition, Light, Loading |
Cost: 75 gp Weight: 3 lb
PHB, page 150. Available in the SRD.
Ammunition Varies
Cost: 1 gp Weight: 1.5 lbs
PHB, page 151. Available in the SRD.
Adventuring Gear Varies
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
Cost: 2 gp Weight: 5 lbs
PHB, page 150. Available in the SRD.
Adventuring Gear Varies
Cost: 1 gp Weight: 3 lbs
PHB, page 150. Available in the SRD.
Adventuring Gear Varies
Cost: 5 cp Weight: 0.25 lb
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5 sp Weight: 2 lb
PHB, page 153. Available in the SRD.
Adventuring Gear Varies
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1 gp Weight: 10 lbs
DnD 5e SRD SRD
Medium Armor 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. | Properties |
---|---|---|---|---|
Medium | 14 + Dex Modifier (max 2) | YES |
Cost: 50 gp Weight: 45 lb
DnD 5e SRD SRD
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
DnD 5e SRD SRD
Melee Weapon Finesse, Light Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial | 1d6 | Piercing | Finesse, Light |
Cost: 10 gp Weight: 2 lb
Tool Common
Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' 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.
Cost: 25 gp Weight: 1 lb
Adventuring Gear Common
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch - or anything else with abundant, exposed fuel - takes an action. Lighting any other fire takes 1 minute.
Cost: 5 sp Weight: 1 lb
Adventuring Gear Common
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Cost: 1 cp Weight: 1 lb
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2 sp Weight: 5 lb (full)
Tool chisels, rasps, shaving knife, sanding papers Varies
This is a set of wood carving/cutting tools for craters or artisans.
Cost: 1 gp Weight: 5 lbs
The statblocks of your class features
Level | Prof. Bonus | Features | Infusions | Infused Items | Cantrips | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | 2 | — | — | — | — |
2nd | +2 | Infuse Item | 4 | 2 | 2 | 2 | — | — | — | — |
3rd | +2 | Artificer Specialist, The Right Tool for the Job | 4 | 2 | 2 | 3 | — | — | — | — |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — |
5th | +3 | Artificer Specialist feature | 4 | 2 | 2 | 4 | 2 | — | — | — |
6th | +3 | Tool Expertise | 6 | 3 | 2 | 4 | 2 | — | — | — |
7th | +3 | Flash of Genius | 6 | 3 | 2 | 4 | 3 | — | — | — |
8th | +3 | Ability Score Improvement | 6 | 3 | 2 | 4 | 3 | — | — | — |
9th | +4 | Artificer Specialist feature | 6 | 3 | 2 | 4 | 3 | 2 | — | — |
10th | +4 | Magic Item Adept | 8 | 4 | 3 | 4 | 3 | 2 | — | — |
11th | +4 | Spell Storing Item | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
12th | +4 | Ability Score Improvement | 8 | 4 | 3 | 4 | 3 | 3 | — | — |
13th | +5 | — | 8 | 4 | 3 | 4 | 3 | 3 | 1 | — |
14th | +5 | Magic Item Savant | 10 | 5 | 4 | 4 | 3 | 3 | 1 | — |
15th | +5 | Artificer Specialist feature | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
16th | +5 | Ability Score Improvement | 10 | 5 | 4 | 4 | 3 | 3 | 2 | — |
17th | +6 | — | 10 | 5 | 4 | 4 | 3 | 3 | 3 | 1 |
18th | +6 | Magic Item Master | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 1 |
19th | +6 | Ability Score Improvement | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
20th | +6 | Soul of Artifice | 12 | 6 | 4 | 4 | 3 | 3 | 3 | 2 |
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 through mundane items or outlandish inventions.
Armorer An artificer who specializes as an Armorer modifies armor to function almost like a second skin. The armor is enhanced to hone the artificer's magic, unleash potent attacks, and generate a formidable defense. The artificer bonds with this armor, becoming one with it even as they experiment with it and refine its magical capabilities
Artificer Level | Spell |
---|---|
3rd | Magic Missile, Shield |
5th | Mirror Image, Shatter |
9th | Hypnotic Pattern, Lightning Bolt |
13th | Fire Shield, Invisibility |
15th | Passwall, Wall of Force |
Guardian | You design your armor to be in the frontline of conflict. It has the following features |
---|---|
Thunder Gauntlets | Your armored fists each count as a simple melee weapon, and each deals 1d8 thunder damage on a hit. A creature hit by the gauntlet has disadvantage on attack rolls against targets other than you until the start of your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else. |
Defensive Field | You gain a bonus action that you can use on each of your turns to gain temporary hit points equal to your level in this class, replacing any temporary hit points you already have. You lose these temporary hit points if you doff the armor. |
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. |
Second Skin | The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't. |
Item | Attunement |
---|---|
Alchemy Jug | No |
Armblade | Yes |
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Prosthetic Limb | Yes |
Rope of Climbing | No |
Sending Stones | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
Item | Attunement |
---|---|
Boots of Elvenkind | No |
Cloak of Elvenkind | Yes |
Cloak of the Manta Ray | No |
Eyes of Charming | Yes |
Gloves of Thievery | No |
Lantern of Revealing | No |
Pipes of Haunting | No |
Ring of Water Walking | No |
Wand Sheath | Yes |
Item | Attunement |
---|---|
Boots of Striding and Springing | Yes |
Boots of the Winterlands | Yes |
Bracers of Archery | Yes |
Brooch of Shielding | Yes |
Cloak of Protection | Yes |
Eyes of the Eagle | Yes |
Gauntlets of Ogre Power | Yes |
Gloves of Missile Snaring | Yes |
Gloves of Swimming and Climbing | Yes |
Hat of Disguise | Yes |
Headband of Intellect | Yes |
Helm of Telepathy | Yes |
Medallion of Thoughts | Yes |
Periapt of Wound Closure | Yes |
Pipes of the Sewers | Yes |
Quiver of Ehlonna | No |
Ring of Jumping | Yes |
Ring of Mind Shielding | Yes |
Slippers of Spider Climbing | Yes |
Ventilating Lungs | Yes |
Winged Boots | Yes |
Item | Attunement |
---|---|
Amulet of Health | Yes |
Arcane Propulsion Arm | Yes |
Belt of Hill Giant Strength | Yes |
Boots of Levitation | Yes |
Boots of Speed | Yes |
Bracers of Defense | Yes |
Cloak of the Bat | Yes |
Dimensional Shackles | No |
Gem of Seeing | Yes |
Horn of Blasting | No |
Ring of Free Action | Yes |
Ring of Protection | Yes |
Ring of the Ram | Yes |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Evocation
As part of the action used to cast this spell, you must make a melee attack with a weapon against one creature within the spell's range, otherwise the spell fails. On a hit, the target suffers the attack's normal effects, and green fire leaps from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier.
At higher levels: This spell's damage increases when you reach higher levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level and 17th level.
PHB
0-level (Cantrip) Transmutation
You create a long, vine-like whip covered in thorns that lashes out at your command toward a creature in range. Make a melee spell attack against the target. If the attack hits, the creature takes 1d6 piercing damage, and if the creature is Large or smaller, you pull the creature up to 10 feet closer to you.
At higher levels: This spell's damage increases by 1d6 when you reach 5th level ( 2d6 ), 11th level ( 3d6 ), and 17th level ( 4d6 ).
PHB
1-level Evocation
You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4+1 force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st. 1d4
PHB
1-level Evocation
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.
1-level Abjuration
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.
1-level Abjuration (ritual)
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
XGE, page 150. Also found in EEPC, page 15.
1-level Abjuration
Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.
1-level Evocation
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. 2nd level 2d8 , 3rd level 3d8 , 4th level 4d8 , 5th level 5d8 , 6th level 6d8 , 7th level 7d8 , 8th level 8d8 , 9th level 9d8 .
PHB pg 231
1-level Divination (ritual)
For the duration, you sense the presence of magic within 30 feet of you. If you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
PHB
1-level Illusion
You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.
PHB
1-level Necromancy
Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
PHB
1-level Transmutation
Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
PHB
1-level Conjuration
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.
PHB
1-level Divination
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
PHB
1-level Transmutation
You touch a creature. The creature's jump distance is tripled until the spell ends.
PHB
1-level Transmutation
You touch a creature. The target's speed increases by 10 feet until the spell ends.
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.
PHB
1-level Abjuration
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, or deals damage to another creature, this spell ends.
PHB
1-level Abjuration
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends. A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
Statblocks for your Trinkets, businesses, building, castles, empires.