Medium Hill Dwarf, Artificer Artillerist, Guild Artisan, Neutral Good
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. 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. You can also use any item bearing one of your infusions as a spellcasting focus. 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 6 artificer spells. The spells must be of a level for which you have spell slots. 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 = 14 Spell attack modifier = your proficiency bonus + your Intelligence modifier = +5 Ritual Casting. You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared. Cantrips. Fire Bolt, Mending 1st Level (3). Shield, Thunderwave
Dwarven Resilience. You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. Stonecunning. Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Toughness. Your hit point maximum increases by 1 every time you gain a level. Magical Tinkering. 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:
Quarter Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d6 ) bludgeoning damage. Quarter Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: (1d8) bludgeoning damage. two-handed
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