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Vence

16 Level (0/225000 XP for level-up) Outlander Background Vedalken Race / Species / Heritage Lawful Neutral Alignment
Artificer
Level 12
Hit Dice: 8/12
1d8+2 Class 1
Rouge
Level 4
Hit Dice: 4/4
1d8+2 Class 3

STR 9

-1

DEX 20

+5

CON 15

+2

INT 20

+5

WIS 12

+1

CHA 13

+1

119
Hit Points
+5
Initiative (DEX)
18
Armor Class (AC)
+5
Prof. Bonus
40
Speed (walk/run/fly)
11
Passive Perception
1 / 1
Healing Shot
1 / 1
Flash crystal
1 / 1
Ensnaring bullet +3
1 / 1
Thunder Big Bang Shot +3
1 / 1
Lighting Impairing Shot +4
10 / 10
BloodThirsty Strike
Spellcasting ...
+10 Attack mod
INT Ability
+5 Abi Mod
18 Save DC
+10 Expertise Bonus
+5 Proficiency Bonus
+0 Strength
+6 Dexterity
+8 Constitution
+11 Intelligence
+2 Wisdom
+2 Charisma
saving throws
+6 Acrobatics DEX
+1 Animal Handling WIS
+10 Arcana INT
+4 Athletics STR
+1 Deception CHA
+15 History INT
+1 Insight WIS
+1 Intimidation CHA
+15 Investigation INT
+15 Tools INT
skills
+1 Medicine WIS
+15 Nature INT
+1 Perception WIS
+1 Performance CHA
+1 Persuasion CHA
+5 Religion INT
+5 Sleight of Hand DEX
+5 Stealth DEX
+11 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Flintlock Pistol +10 DEX 1d10+5 piercing
 Reload 4, Misfire 1, (60/240)
Arcane Bad News +10 DEX 2d12+5 Crystal Type
 Two-handed, reload 1, misfire 3 (200/800)
Arcane Pistol +10 DEX 1d10+5 Crystal Type
 Reload 4, Misfire 1, (60/240)
Arcane Bad News +12 DEX 2d12+2+5 Enhanced
 Two-handed, reload 1, misfire 3 (200/800)
Arcane Bad News +13 DEX 2d12+3+5 Enhanced/ +1
 Two-handed, reload 1, misfire 3 (200/800)
Arcane Bad News +14 DEX 2d12+4+5 Enhanced/ +2
 Two-handed, reload 1, misfire 3 (200/800)
BloodThirsty Strike +0 STR 4d6+1-1 Necro
 10/10
SneakAtk -1 STR 2d6+1-1
Arcane Bad News +15 DEX 2d12+5+5 Enhanced/ +3
 Two-handed, reload 1, misfire 3 (200/800)
Attacks

Spell Book

•Keen Mind - which way is north, Time of day, and accurately recall anything you have seen or heard within the past month
•Wanderer - excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features. You can find food and fresh water.
-Cartographer
-Expertise:His,Inv.

Features & Traits
Flintlock Pistol
Studded Leather Armor
•Cap of Water Breathing
Helen's Earring
Ethereal Striders
Bracers of the Woodland Hunter
Monocle of Farsight
•Pan of Nostalgia
•Winged Boots
•Cloak of Protection
Ring of Balance

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money
- Common, Abyssal and Vedalken
  • Tinker Tools, Thieves' Tools, Cartographer's Tools
  • Horn
  • Thieves' Cant

  • Languages & Proficiencies
    I'm driven by a wanderlust that led me away from home.

    Personality Traits
    Change. Life is like the seasons, in constant change, and we must change with it.
    Every imperfection is a chance for improvement, and progress is an endless

    Ideals
    I am the last of my tribe, and it is up to me to ensure their names enter legend.

    Bonds
    Slashing: weapons inflict gaping wounds and cause profuse bleeding, inflicting additional necrotic damage equal to your proficiency bonus. Objects, Constructs, and Elementals and other creatures that do not bleed may be immune to this damage, at the discretion of your DM.

    Bludgeoning: weapons hit with staggering blows that daze the target. Inflicting this status prevents the targeted creature from taking reactions and reduces its passive Perception by 5 until the start of its next turn.

    Piercing: weapons reward precise or focused attacks, punching holes in enemy defenses. When you inflict this status, the next attack made against the target gains a bonus equal to your proficiency bonus.

    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

    Nart Kheku

    Flintlock pistol

    Firearm Reload 4, misfire 1. Common

    Type Damage Damage Range Properties
    Martial Ranged 1d10 + Dex Piercing 60/240 Reload 4, misfire 1.

    Cost: 150gp Weight: 3lb


     

    DnD 5e SRD SRD

    Studded Leather Armor

    Light Armor Common

    Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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

    Cost: 45 gp Weight: 13 lb


     

    DnD 5e SRD

    Hunting Trap

    Adventuring Gear Common

    When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

    Cost: 5gp Weight: 25lbs


     

    Belt Pouch

    Adventuring Gear Common

    A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A pouch can hold up to 1/5 cubic foot or 6 pounds of gear.

    Cost: 5 sp Weight: 1 lb


     

    Helen’s Earring

    Wondrous Item

    Uncommon

    Grants 30ft of Blindsight

    An earring that telepathically describes whatever is visible in front of the wearer, whether they can see it or not. Made by a child prodigy for their blind mother who worked tirelessly in order to pay for their magical education.


    Ethereal Striders Boots

    Wondrous Item

    Very Rare

    As your bonus action you can teleport 10 feet. Has 3 charges, refills charges every day at dawn.


    Bracers of the Woodland Hunter

    Wondrous Item

    Uncommon

    Once per long rest, you may cast Hunters Mark as a first level spell without using a spell slot. While wearing these, non-magical difficult terrain does not slow your movement.


    Monocle of Farsight

    Wondrous Item

    Uncommon

    Advantage to Perception.

    A tin monocle that lets the wearer see a great distance. Made by an artificer that could no longer view the beautiful landscape around his home as he aged.


    Wisp Cart

    Wondrous Item

    Rare

    Command Word: "Drive" in common

    This sturdy wooden cart is supported by two over-sized glass treadwheels, each of which contains a magical wisp. The cart can carry up to 2000 pounds of weight, and balances itself. It moves at a speed of 40 ft. for up to eight hours per day, but never between midnight and dawn. The cart follows your simple verbal commands to start, stop, turn, etc.


    Signal Flare

    Ammunition

    Common

    Duration 5 minutes Bright light in a 20-foot radius and dim light for an additional 20 feet. The light drifts 10 feet toward the ground at the start of each of your turns.

    You shoot a bright light resembling a flare to a point you can see within range. The flare gives off bright light in a 20-foot radius and dim light for an additional 20 feet. The light drifts 10 feet toward the ground at the start of each of your turns.
    The source of the light is immaterial; it can’t be picked up, thrown, carried, or moved in any way after it’s initial ā€œlaunchā€ or once it reaches the ground. It can be extinguished by the caster before the end of the spell’s duration as a bonus action.


    Pan of Nostalgia

    Wondrous Item

    Uncommon Requires Attunement

    Adds 1d10 temp HP on a long rest

    Pan of Nostalgia - A frying pan and lid that materializes one fully cooked breakfast platter for one once per day when exposed to flame. Adds 1d10 temp HP on a long rest. Someone’s mother had it enchanted as a gift for their child who was leaving home so that they could always have a home cooked breakfast.

    Cost: 500 Gold

    Mirrors of Clever Seeing

    Wondrous Item

    Uncommon

    Mirrors of Clever Seeing - A pair of mirrors. One can see through the other as if there were an extradimensional tunnel between the two. Nothing can pass through.

    Cost: 600 Gold

    Cloak of True Ice

    Wondrous Item

    Common

    • resistance to fire damage
    • immunity hot environments
    • halves the time needed before making saves against cold environment

    Armor made from True Ice grants resistance to fire damage and immunity to atmospheric hazards in hot environments, but halves the time required to make saves against cold.

    Cost: 175 Gold

    Explosive Jar

    Explosive

    Common

    Range : 20/60   2d6 Fire Damage   1d6 5 ft. Fire Splash Damage   Dual Action Fuse :  
    • Impact: Explodes when thrown hard enough
    • Timed: Explodes after 1 round

    frag grenade Category:
    Items Damage: 2d6/1d6
    Damage Type: Fire Properties:
    Improvised Weapons Range: 20/60
    Save: Dexterity
    Weight: 1.5

    A direct hit deals 2d6 points of explosive damage. Every creature within 5 feet of the point where the grenade hits takes 1d6 points of explosive damage from the splash. on the other hand if you light the fuse the grenade will explode in 1 round.

    If direct hit,(2d6 fire) Dex save :Splash 5ft 1d6 fire,
    If miss, Dex Save : 1d6 fire

    Type Damage Damage Range
    None 2d6 / 1d6 Fire 20/60

    Cost: 10G
    Weight: 1.5

    Staff of Wizardkind

    Staff

    Very Rare requires attunement by a non-wizard Requires Attunement

    • Your Intelligence score increases by 2
    • You have advantage on Charisma (Persuasion) checks made to interact with wizards.
    • You can use an action to expend 1 of its charges to cast the cantrip Message.

    Staff of Wizardkind (Staff, requires attunement by a non-wizard): While holding this arcane staff, you gain the following benefits: Your Intelligence score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with wizards. You can use an action to expend 1 of its charges to cast the cantrip Message. The staff has 10 charges, and regains 1d6 + 4 expended charges daily at dawn. In addition, while attuned to the staff, you have a 50 percent chance each day at dawn of growing a white beard if you're capable of growing one, or a visibly whiter beard if you already have one.


    Lens of Tracking

    Wondrous Item

    Uncommon

    A monocle that allows the user to once a day see the footprints of a specific person or creature that has been within the area.

    Cost: 600 Gold

    Winged Boots

    Wondrous Item

    Uncommon Requires Attunement

    While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
      The boots regain 2 hours of flying capability for every 12 hours they aren't in use.


    DMG page 159.

    Cloak of Protection

    Wondrous Item

    Uncommon Requires Attunement

    You gain a +1 bonus to AC and saving throws while you wear this cloak.

    An exquiste cloak of Drow manufacture made from spider silk and embroided with alchemical silver thread an tiny gemstones.

    Cost: 3,500 gp
    Weight: --

    Daryl’s Vest of Initative

    Armor (Light)

    Varies

    • Advantage on Initiative rolls
    • +2 to Intimidation rolls
    • proficiency with Crossbows

    A black leather vest with wings painted on the back. This vest gives the wearer advantage on Initiative rolls and +2 to Intimidation rolls, plus proficiency with Crossbows.

    Type AC STR Req. Stealth Dis.
    Light 12 + Dex No


    Magic Tattoo

    Wondrous Item

    Very Rare

    • Gives weapon an added +1 and is considered magical for purposes of causing damage. Activate/Deactivate once per day

    Weapon cutting through a (anvil, bar, chain) - Grants ability to temporarily enchant what ever weapon you are using. Gives weapon a +1 and is considered magical for purposes of causing damage.


    Ring of Balance

    Wondrous Item

    Uncommon

    Grants +1 to Dexterity and Acrobatics skill.

    An emerald ring that gives the wearer an abnormally strong sense of balance. Made for a diplomat by her husband so that when she went on long sea voyages she wouldn’t get sea sick. Grants +1 to Dexterity and Acrobatics skill.


    The statblocks of your class features

    Artificer Arcane gunslinger


    Hit Points

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

    Proficiences

    Armor: Light armor, medium armor, shields
    Weapons: Simple weapons, firearms equipment
    Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
    Saving Throws: Constitution, Intelligence
    Skills: Choose three from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand

    Overview & Creation

    The Artificer spell slots per spell Level
    level Proficiency bonus Features infusions known Infused Items Cantrips known 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

     


    Class Features

    Magical Tinkering At 1st level, you've learned 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.   Infused items At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic 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. If you decide to attune to the item later, you must do so using the normal process for attunement (see the attunement rules in the Dungeon Master's Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.   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 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'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 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 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.
    Firearm Properties Reload The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.   Misfire Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.   Explosive Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.   Ammunition All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.


    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

    Spellcasting You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and 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 the equipment chapter 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.   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 can trips 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 lst-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 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

    Arcane Gunslinger   Experimental crystalize Alchemy beginning at 3rd level, you gain the ability to take the essence of creatures whether it be blood or ooze or even a fire elementals flames by using a new alchemist jar that extracts the essence for you along with gold equivalent to the crystal cost shown in the firearms table. . After spending 10 minutes on performing an alchemic ritual you can create a crystalized power source that can only be used with your arcane firearm the quantity of shots is different depending on the gun you use. The crystals damage properties changes depending on the essence you used in creating the crystal and its quality. look at the chart to determine what you can make. The creation of higher quality crystals is determine of your general level and understanding. The quality of crystal is added to the damage of a roll used for attacks. The maximum number of crystals you can create with this feature at one time is equal to double your Intelligence modifier (minimum of 1).If you try to exceed your maximum, the oldest crystal shatters and looses its properties.

    Essence type Damage type Level to make CR Quality
    Aberration Psychic 3rd 4 and under +0
    Beast piercing 6th 5 - 10 +1
    Celestial radiant 11th 11-19 +2
    Construct Thunder 15th 20-30 +3
    Dragon same as the dragons breath elemental type
    Elemental same as the elemental type
    Fey Force
    Fiend same as the fiend elemental type
    giant same as the giant elemental type
    humanoid bludgeoning
    Ooze acid
    Plant poison
    Undead Necrotic
    Monstrosity Slashing
    Arcane Gunsmith Starting at 3rd level you are able to create a arcane firearm that is specifically used to harness the properties of the essence crystals. you can create replicas of the original firearms but with a new mechanism that allows you to use the crystals to its full capabilities. you gain proficiency with Tinker’s Tools . You may use them to craft ammunition crystals at half the cost, repair damaged firearms, or even draft and create new ones (DM’s discretion). Some extremely experimental and intricate firearms are only available through crafting. All attacks made by these weapons and crystals count as magical for the Purpose of overcoming Resistance and immunity to nonmagical attacks and damage.
    Name Cost crystal cost and usage Damage Damage type Range Properties
    Arcane Palm Pistol 50g 2g (20 ) 1d8 Crystal type (40/160) Light, reload 1, misfire 1
    Arcane Pistol 150g 4g (20) 1d10 Crystal type (60/240) Reload 4, misfire 1
    Arcane Musket 300g 5g (20) 1d12 Crystal type (120/480) Two-handed, reload 1, misfire 2
    Arcane Pepperbox 250g 4g (20) 1d10 Crystal type (80/320) Reload 6, misfire 2
    Arcane Blunderbuss 300g 5g (5) 2d8 Crystal type (15/60) Reload 1, misfire 2
    Arcane Bad News Crafted 10g (5) 2d12 Crystal type (200/800) Two-handed, reload 1, misfire 3
    Arcane Hand Mortar Crafted 10g (1) 2d8 Crystal type (30/60) Reload 1, misfire 3, explosive
    Crystalize infusion at 5th level you gain the ability to infuse crystals together making stronger and usable. by spending 10 minutes you can create an infused crystal. Depending on the crystal type and quality you can create an unstable one time use stronger crystal the effects vary on the crystals used making the quality of the crystal equal to the combine sum of both crystals to the max quality of 5. The maximum number of crystals you can fuse with this feature at one time is equal to your Intelligence modifier (minimum of 1).If you try to exceed your maximum, the oldest crystal shatters and looses its properties. These infused crystals don't count for the number crystals you can hold made through the Experimental crystalize Alchemy. you can only use one infused crystal per turn and only hold a certain amount of the same type of crystal at once. Crystalize infusion =DC 8+prof+intellegence  
    • Rail shot(1 Beast crystal and 1 elemental crystal)(max1) As an action you place this crystal into your firearm unleashing its energy ,A forming a line of 120 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes your weapon damage die+1 additional damage die per quality of crystals max(5) (damage type based on element)on a failed save, or half as much damage on a successful one.
    • Big bang shot (1 Humanoid crystal and 1 elemental crystal)(max1)(20/60)as an action you can throw this unstable crystal on impact of an object it explodes. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. takes your weapon damage die+1 additional damage die per quality of crystals max(5) (damage type based on element)on a failed save, or half as much damage on a successful one.
    • Elemental Impairing Shot(1 monstrosity crystal and 1 elemental crystal)(max2) As an action you make a range attack against a creature on hit target creature takes your weapon damage die+1 additional damage die per quality of crystals max(5) (damage type based on element)and depending on element used in the creation of this crystal depends on the side effect.
    • Fire- target becomes engulfed in a burn that deals fire damage equal to your proficiency bonus.
      Cold- target looses 10ft of its movement until the start of your next turn
      Lighting- target becomes shocked and becomes delayed in its next attack, shocked creature gets disadvantage on its attacks until the end of your next turn.
      Acid- target becomes coated in a thick ooze that hinders its movement, the first attack against the creature gains advantage.
      Poison-creatures 5ft from the target must make a constitution saving throw or take 2d12 poison damage
      Necrotic-target gets engulfed in necrotic energy, it can’t regain hit points until the start of your next turn.
      radiant-target must make a constitution saving throw or become blinded until the end of your next turn.
      psychic-target becomes distracted by a psychic whisper, target looses its reaction until the start of your next turn
    • impact shot(1 Monstrosity crystal and 1 beast crystal)(max2)As an action you can use this crystals to make an range attack roll with advantage. on hit the target takes 1d12 slashing damage+1 additional damage die per quality of crystals max(5)
    • Banishing shot(2Abjuration crystals)(max 1) You use the abjuration nature of the crystal to try to temporarily banish your target to a harmless location in the Feywild. The creature hit by this attack takes 2d10 psychic damage and must also succeed on a Charisma saving throw or be banished. While banished in this way, its speed is 0, and it is incapacitated. At the end of its next turn, the target reappears in the space it vacated or in the nearest unoccupied space if that space is occupied.
    • Ensnaring bullet(1Fey crystal and 1 beast)(max1) using the nature of the fey you can use this crystal to restrain a target. as an action you make a range attack on hit the target takes your weapon damage die+1 additional damage die per quality of crystals max(5)(Force damage) and must make a strength saving throw or be knocked prone
    • Paralyze shot (2 beast crystals )(max1)As an action you make an range attack roll with this crystal. on hit the target takes 2d10 piercing damage +your weapon damage die and the target must make a constitution saving throw. on a fail roll the target becomes paralyzed for 1 minute or until it uses an action to roll again to break it.
    • healing bullet(2 plants)(max2)heals ally for 2d8 + 1 additional die per quality of crystals.
    • vampiric bullet(2 undead )(max1)As an action you make an range attack roll with this crystal. on hit the target takes 2d6 necrotic damage +your weapon damage die and you regain hit points equal to half the amount of necrotic damage dealt.
    • knock back shot(2 humanoid)(max2)As an action you make an range attack roll with this crystal. on hit the target takes 2d10 bludgeoning damage +your weapon damage die blasting the target 15ft back and must make a strength saving throw or be knocked prone.
    • venomous shot(1plant 1beast)(max2)As an action you make an range attack roll with this crystal. on hit the target takes 3d6 piercing damage +your weapon damage die and the target must make a constitution saving throw. on a fail roll the target takes 6d8 poison damage and becomes poisoned for one minute, on a success the target takes half and is not poisoned.
    • Acidic grenade(2ooze crystals)(20/60)(max1) as an action you can throw this vile crystal and creates a 15 foot pool of a deadly acid that last for 1 minute. Every creature in the area must make a dexterity saving throw upon impact ,on a fail save the creature takes 5d8 acid damage or half on a success. while the pool is on the field every creature that starts or ends its turn in this pool they take an additional 2d6.
    • Flash crystal(2constructs )(max2)- When you take damage, you can use your reaction to destroy this crystal on the ground causing it to unleash a thunderous boom that allows your to move 15feet away to an unoccupied space without taking a opportunity of attack until your next turn.
    Extra Attack Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn   Rapid Repair Upon reaching 9th level, you learn how to quickly attempt to fix a jammed gun. You can to attempt to repair a misfired (but not broken) firearm as a bonus action equal to your proficiency.   Action surge Starting at 15thlevel, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.

    Keen Mind

    You have a mind that can track time, direction, and detail with uncanny precision. You gain the following benefits.

    • Increase your Intelligence score by 1, to a maximum of 20.
    • You always know which way is north.
    • You always know the number of hours left before the next sunrise or sunset.
    • You can accurately recall anything you have seen or heard within the past month.

    Wanderer

    None

    You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.

    Sharpshooter

    You have mastered ranged weapons and can make shots that others find impossible. You gain the following benefits:  

    • Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
    • Your ranged weapon attacks ignore half cover and three-quarters cover.
    • Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a -5 penalty to the attack roll. If the attack hits, you add +10 to the attack's damage.

     

    Gunner

    You have a quick hand and keen eye when employing firearms, granting you the following benefits:

    • Increase your Dexterity score by 1, to a maximum of 20.
    • You gain proficiency with firearms (see "Firearms" in the Dungeon Master's Guide).
    • You ignore the loading property of firearms.
    • Being within 5 feet of a hostile creature doesn't impose disadvantage on your ranged attack rolls.

     

    Crusher

    You are practiced in the art of crushing your enemies, granting you the following benefits:

    • Increase your Strength or Constitution by 1, to a maximum of 20.
    • 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.

    Hill’s Tumble

    Hill’s Tumble (Hill Giant) – When hitting a Large of smaller creature with an melee Attack Roll, knock the target prone.

    Grappler

    Strength 13 or higher

    You've developed the skills necessary to hold your own in close-quarters grappling. You gain the following benefits:
     
    • Ability Score Increase - Increase your Strength or Dexterity score by 1, to a maximum of 20.
    • Attack Advantage - You have Advantage on Attack Rolls against a creature Grappled by you.
    • Fast Wrestler - You aren't Slowed when you move a creature Grappled by you, provided the creature is your Size or smaller.
    • Punch and Grab - When you hit a creature with an Unarmed Strike as part of the Attack Action on your turn, you can deal damage to the target and also grapple it. You can use this benefit only once per turn.

     

    Mobile

    You are exceptionally speedy and agile. You gain the following benefits:

    • Your speed increases by 10 feet.
    • When you use the Dash action, difficult terrain doesn't cost you extra movement on that turn.
    • When you make a melee attack against a creature, you don't provoke opportunity attacks from that creature for the rest of the turn, whether you hit or not.

    Statblocks for your familiars, mounts etc.

    Rafin

    airship

    Adventuring Gear (Heavy)

    Legendary Requires Attunement

    This item looks like a cube made of nothing but hard wood that glistens in the sun. As an action you can will this cube into existence to create a Gran ship capable of flight. the functionality of the ship can be used by anyone holding onto the chaos gem located in the command deck. if one were to attune to this vessel it will give them priority reign of the ship giving them access to be able to command it at will along allowing them to use their proficiency bonus to any check that is required. if someone who already has proficiency to this vehicle gains this bonus they instead gain expertise in this field instead.   if the airship where to be destroyed it instead reverts back into its cube form ejecting all passengers out no matter where it is located at the time. the ship then cannot be used again for 24 hours for it needs to restore its self to its original state.         Airship Gargantuan vehicle (80 ft. by 20 ft.) Creature Capacity 20 crew, 10 passengers Cargo Capacity 1 ton Travel Pace 79.2 ft (round) 9 miles per hour (216 miles per day) STR DEX CON INT WIS CHA 14 (+2) 14 (+2) 12 (+1) 0 0 0 Damage Immunities poison, psychic Condition Immunities blinded, charmed, deafened, exhaustion, frightened, incapacitated, paralyzed, petrified, poisoned, prone, stunned, unconscious Hull Armor Class 13 Hit Points 300 Control: Helm Armor Class 16 Hit Points 50 Move up to the speed of its elemental engine, with one 90-degree turn. If the helm is destroyed, the airship can’t turn. Movement: chaos Engine Armor Class 18 Hit Points 100;– 20 ft. speed per 25 damage taken Locomotion chaos power, speed 80 ft. If the engine is destroyed, the ship immediately crashes. Weapons: cannon(1) Armor Class 15 Hit Points 50 each Ranged Weapon Attack: +6 to hit, range 120/480 ft., one target. Hit: 16 (3d10) bludgeoning damage. Actions On its turn, the airship can use its helm to move using its chaos engine. It can also fire its canon.


    Weight: 60(unopen)

    Statblocks for race/species of the character.

    Bearfolk

    Ability Score Increase +1 Con, +1 Wis
    Size Medium
    Speed 30 ft.

    Bearfolk
    Age.Ā known to live long lives, the oldest being nearly 900 years old.Ā 
        Bearfolk Traits Your bearfolk character has the following racial traits.   Creature Type. You are a Humanoid.   Size. You are Medium.   Speed. Your walking speed is 30 feet. You have either a swimming speed or a climbing speed equal to your walking speed (choose when you select this race).   Bear Claws. You have claws which you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike.   Born Survivor. You are proficient in one of the following skills of your choice: Animal Handling, Intimidation, Nature, Perception, or Survival.   Keen Smell. You have advantage on Wisdom (Perception), Wisdom (Survival), and Intelligence (Investigation) checks that involve smell.   Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Ursine Fortitude. You have resistance to cold damage. At the end of a short or long rest, you can expend and roll one Hit Die to gain a number of temporary hit points equal to the number rolled + your Constitution modifier (minimum of 1). While you have these hit points, you gain a +1 bonus to AC.   Aversion to Silver. The cuts of silver blades cause searing pain. Attacks made against you with silvered weapons ignore the AC bonus of Ursine Fortitude. You cannot reduce any bludgeoning, piercing, or slashing damage dealt to you by silvered weapons.   Hunter's Nose Prerequisite: Bearfolk or Puca   Your nose is highly specialized, allowing you to navigate and hunt without light. You gain the following benefits:   Increase your Constitution or Wisdom score by 1, to a maximum of 20.   You gain blindsight out to 10 feet, limited only to things that have an odor and are not behind airtight walls. Creatures with a detectable odor cannot be hidden from you within this area. You lose this ability if you cannot smell, or while you are in an area permeated by exceptionally strong smells or noxious gases.   You have advantage on Wisdom (Insight) checks against creatures within 5 feet of you that you can smell.  
     

    Languages. Languages. You can speak, read and write Common. You can also communicate simple ideas to natural beast, but you have no way of understanding them in turn, and they are not necessarily friendly to you.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    PHB

    Mending

    0-level (Cantrip) Transmutation

    Casting Time 1 Minute
    Range Touch
    Duration Instantaneous
    Components V, S, M
    Materials Two lodestones

    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 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.

    Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

    PHB

    Prestidigitation

    0-level (Cantrip) Transmutation

    Casting Time 1 Action
    Range 10ft
    Duration Up to 1 hour
    Components V, S

    This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:

    • You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
    • You instantaneously light or snuff out a candle, a torch, or a small campfire.
    • You instantaneously clean or soil an object no larger than 1 cubic foot.
    • You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
    • You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
    • You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
    If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    Class(es): Artificer, Bard, Sorcerer, Warlock, Wizard, Fighter (Arcane Archer), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 1 Spells

    Identify

    1-level Divination (ritual)

    Casting Time 1 minute
    Range Touch
    Duration Instantaneous
    Components V S M
    Materials A pearl worth at least 100 gp and an owl feather

    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.   Can be cast as a ritual.

    Class(es): Artificer, Bard, Wizard, Cleric (Forge Domain), Cleric (Knowledge Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    PHB

    Feather Fall

    1-level Transmutation

    Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
    Range 60ft
    Duration 1 Minute
    Components V, M
    Materials a small feather or a piece of down

    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.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Seeker)

    PHB, page 231

    Detect Magic

    1-level Divination (ritual)

    Casting Time 1 action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, 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 is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

    Class(es): Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard

    PHB, page 238

    Expeditious Retreat

    1-level Transmutation

    Casting Time 1 bonus action
    Range Self
    Duration Concentration, 10 minutes
    Components V, S

    This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

    Class(es): Sorcerer, Warlock, Wizard

    Level 2 Spells

    Levitate

    2-level Transmutation

    Casting Time 1 Action
    Range 60ft
    Duration Up to Ten Minutes
    Components V, S, M
    Materials either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

    One creature or loose object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.   The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.   When the spell ends, the target floats gently to the ground if it is still aloft.

    Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    See Invisibility

    2-level Divination

    Casting Time 1 Action
    Range Self
    Duration 1 Hour
    Components V, S, M
    Materials a pinch of Talc and a small sprinkling of powdered silver

    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.

    Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

    Level 3 Spells

    PHB

    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.

    PHB page 243.

    Fly

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V S M
    Materials: A wing feather from any bird
    Duration: Concentration, Concentration, Up to 10 minutes
    You touch a willing creature. The target gains a flying speed of 60 feet for the Duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
    At higher levels: At Higher Levels: When you cast this spell using a spell slot of 4th Level or higher, you can target one additional creature for each slot level above 3rd.
    Available for: Sorcerer, Warlock, Wizard

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

    Dungeoneer's Pack

    Adventuring Gear Common

    Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

    Cost: 12 GP Weight: 61 1/2 lbs


     

    DnD 5e SRD

    Cartographer's Tools

    Tool Varies

    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. Using cartographer's tools, you can create accurate maps to make travel easier for yourself and those who come after you. These maps can range from large-scale depictions of mountain ranges to diagrams that show the layout of a dungeon level.   Components. Cartographer's tools consist of a quill, ink, parchment, a pair of compasses, calipers, and a ruler.   Arcana, History, Religion. You can use your knowledge of maps and locations to unearth more detailed information when you use these skills. For instance, you might spot hidden messages in a map, identify when the map was made to determine if geographical features have changed since then, and so forth.   Nature. Your familiarity with physical geography makes it easier for you to answer questions or solve issues relating to the terrain around you.   Survival. Your understanding of geography makes it easier to find paths to civilization, to predict areas where villages or towns might be found, and to avoid becoming lost. You have studied so many maps that common patterns, such as how trade routes evolve and where settlements arise in relation to geographic locations, are familiar to you.   Craft a Map. While traveling, you can draw a map as you go in addition to engaging in other activities.  

    Cartographer's Tools

     
    Activity DC
    Determine a map's age and origin 10
    Estimate direction and distance to a landmark 15
    Discern that a map is fake 15
    Fill in a missing part of a map 20

    Cost: 15gp Weight: 6lb


     

    Thieves' Tools

    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


     

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