+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+1 | Strength | |
+2 | Dexterity | |
+5 | Constitution | |
+6 | Intelligence | |
+2 | Wisdom | |
+1 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+4 | Arcana | INT | |
+1 | Athletics | STR | |
+1 | Deception | CHA | |
+6 | History | INT | |
+4 | Insight | WIS | |
+1 | Intimidation | CHA | |
+4 | Investigation | INT |
+2 | Medicine | WIS | |
+4 | Nature | INT | |
+4 | Perception | WIS | |
+1 | Performance | CHA | |
+3 | Persuasion | CHA | |
+4 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
War pick | +8 | INT | 1d8 | P | |
Hand cross bow | +9 | INT | 1d6 | P |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e SRD
Adventuring Gear Common
A backpack is a leather pack carried on the back, typically with straps to secure it. A backpack can hold 1 cubic foot/ 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.
Cost: 2gp Weight: 5lb
Armor (Heavy)
Varies
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 16 | 13 | Yes |
Cost: 75 GP
Weight: 55 lbs
DnD 5e
Weapon Common
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
Martial Melee | 1d8 | Piercing |
Cost: 5gp Weight: 2lb
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
Player's handbook 154, Xanathat's Guide to Everything 84
Adventuring Gear Common
A set of tinker’s tools is designed to enable you to repair many mundane objects. Though you can’t manufacture much with tinker’s tools, you can mend torn clothes, sharpen a worn sword, and patch a tattered suit of chain mail. Components. Tinker’s tools include a variety of hand tools, thread, needles, a Whetstone, scraps of cloth and leather, and a small pot of glue. History. You can determine the age and origin of objects, even if you have only a few pieces remaining from the original. Investigation. When you inspect a damaged object, you gain knowledge of how it was damaged and how long ago. Repair. You can restore 10 hit points to a damaged object for each hour of work. For any object, you need access to the raw materials required to repair it. For metal objects, you need access to an open flamelewhot enough to make the metal pliable.
Activity | DC |
---|---|
Temporarily repair a disabled device | 10 |
Repair an item in half the time | 15 |
Improvise a temporary item using scraps | 20 |
Cost: 50 gp Weight: 10 lb.
DnD 5e
Artisan Tool Common
Cost: 20gp Weight: 8lb
Adventuring Gear
Common
A gas mask is a sealed mask which protects its wearer from inhaling hazardous gases, vapors, fumes, and particles. While wearing the mask, you have advantage against being poisoned or diseased from airborne sources, as well as resistance to the poison damage that they might cause. A gas mask is good for 24 hours of use; after that time, its Gas Mask Filter must be replaced in order for it to provide a benefit. A gas mask's filter(s) can be replaced with a Use an Object action. Some gas masks have one large filter, while others have two small ones, though they are functionally the same.
Cost: 20gp
Weight: 1 lb.
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
Adventuring Gear Common
This one-handed hammer with an iron head is useful for pounding pitons into a wall.
Cost: 1gp Weight: 3lbs
PHB, page 150. Available in the SRD.
Adventuring Gear Varies
Cost: 5 cp Weight: 0.25 lb
DnD 5e SRD
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: 5sp Weight: 1lb
DnD 5e SRD
Adventuring Gear Common
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Cost: 5sp Weight: 2lb
Adventuring Gear Common
A waterskin can hold 4 pints of liquid.
Cost: 2 sp Weight: 5 lb (full)
DnD 5e SRD
Adventuring Gear Common
Rope, has 2 hit points and can be burst with a DC 17 Strength check.
Cost: 1gp Weight: 10lb
The statblocks of your class features
You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right.
Feature: Guild Membership As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces. Specialty Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. d20|Guild Business 1|Alchemists and apothecaries 2|Armorers, locksmiths, and finesmiths 3|Brewers, distillers, and vintners 4|Calligraphers, scribes, and scriveners 5|Carpenters, roofers, and plasterers 6|Cartographers, surveyors, and chart-makers 7|Cobblers and shoemakers 8|Cooks and bakers 9|Glassblowers and glaziers 10|Jewelers and gemcutters 11|Leatherworkers, skinners, and tanners 12|Masons and stonecutters 13|Painters, limners, and sign-makers 14|Potters and tile-makers 15|Shipwrights and sail-makers 16|Smiths and metal-forgers 17|Tinkers, pewterers, and casters 18|Wagon-makers and wheelwrights 19|Weavers and dyers 20|Woodcarvers, coopers, and bowyers
Guild artisans are among the most ordinary people in the world—until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness.
d8 | Personality Trait |
---|---|
1 | I believe that anything worth doing is worth doing right. I can't help it—I'm a perfectionist. |
2 | I'm a snob who looks down on those who can't appreciate fine art. |
3 | I always want to know how things work and what makes people tick. |
4 | I'm full of witty aphorisms and have a proverb for every occasion. |
5 | I'm rude to people who lack my commitment to hard work and fair play. |
6 | I like to talk at length about my profession. |
7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. |
8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. |
d6 | Ideal |
---|---|
1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) |
2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) |
3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) |
4 | Greed. I'm only in it for the money. (Evil) |
5 | People. I'm committed to the people I care about, not to ideals. (Neutral) |
6 | Aspiration. I work hard to be the best there is at my craft. (Any) |
d6 | Bond |
---|---|
1 | The workshop where I learned my trade is the most important place in the world to me. |
2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. |
3 | I owe my guild a great debt for forging me into the person I am today. |
4 | I pursue wealth to secure someone's love. |
5 | One day I will return to my guild and prove that I am the greatest artisan of them all. |
6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. |
d6 | Flaw |
---|---|
1 | I'll do anything to get my hands on something rare or priceless. |
2 | I'm quick to assume that someone is trying to cheat me. |
3 | No one must ever learn that I once stole money from guild coffers. |
4 | I'm never satisfied with what I have—I always want more. |
5 | I would kill to acquire a noble title. |
6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals. |
Source: PHB, page 132 |
---|
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. To cast a spell, an artificer could use alchemist’s supplies to create a potent elixir, calligrapher’s supplies to inscribe a sigil of power on an ally’s armor, or tinker’s tools to craft a temporary charm. The magic of artificers is tied to their tools and their talents.
Magic Item | Attunement |
---|---|
Alchemy Jug | No |
Bag of Holding | No |
Cap of water breathing | No |
Cloak of the manta ray | No |
Goggles of Night | No |
Lantern of Revealing | No |
Rope of climbing | No |
Sending Stones | No |
Wand of magic detection | No |
Wand of secrets | No |
Magic Item | Attunement |
---|---|
Boots of Elvenkind | No |
Boots of striding and springing | Yes |
Boots of the Winterlands | Yes |
Bracers of archery | Yes |
Brooch of Shielding | Yes |
Cloak of Elvenkind | Yes |
Cloak of Protection | Yes |
Eyes of Charming | Yes |
Eyes of the eagle | Yes |
Gauntlets of Ogre Power | Yes |
Gloves of missile snaring | Yes |
Gloves of swimming and climbing | Yes |
Gloves of thievery | No |
Hat of disguise | Yes |
Headband of intellect | Yes |
Helm of telepathy | Yes |
Medallion of Thoughts | Yes |
Periapt of Wound Closure | Yes |
Pipes of haunting | No |
Pipes of the Sewers | Yes |
Quiver of Ehlonna | No |
Ring of jumping | Yes |
Ring of Mind Shielding | Yes |
No | |
Slippers of spider climbing | Yes |
Winged boots | Yes |
Magic Item | Attunement |
---|---|
Amulet of health | Yes |
Belt of hill giant strength | Yes |
Boots of levitation | Yes |
Boots of speed | Yes |
Bracers of defence | 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 |
You start with the following equipment, in addition to the equipment granted by your background:
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.
Player's Handbook
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).
Artificer Level | Spell |
---|---|
3rd | Purify Food and Drink, Ray of Sickness |
5th | Melf’s Acid Arrow, Web |
9th | Create Food and Water, Stinking Cloud |
13th | Blight, Death Ward |
17th | Cloudkill, Raise Dead |
Artificer Level | Spell |
---|---|
3rd | Comprehend Languages, Dissonant Whispers |
5th | Detect Thoughts, Locate Object |
9th | Hypnotic Pattern, Tongues |
13th | Locate Creature, Phantasmal Killer] |
17th | Legend Lore, Modify Memory |
Main Material | Skill Proficiencies | Suggested Appearance |
---|---|---|
Animal {parchment, leather, bone} | Animal Handling, Insight, Medicine, Perception, Survival | A beast or a humanoid visage with antlers |
Mineral {glass, stone, metal} | Deception, Intimidation, Performance, Persuasion | A robotic or golem-like face |
Plant {paper, wood} | Arcana, History, Investigation, Nature, Religion | A bespectacled visage or a treant |
Artificer Level | Spell |
---|---|
3rd | Shield, Thunderwave |
5th | Scorching Ray, Shatter |
9th | Fireball, Wind Wall |
13th | Ice Storm, Wall of Fire |
17th | Cone of Cold, Wall of Force |
Turret | Activation |
---|---|
Flamethrower | The turret 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 1d8 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 turret, 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 turret. |
Defender | The turret 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). |
Artificer Level | Spell |
---|---|
3rd | Heroism, Searing Smite |
5th | Branding Smite, Warding Bond |
9th | Aura Of Vitality , Blinding Smite |
13th | Aura Of Purity, Staggering smite |
17th | Banishing Smite, Mass Cure Wounds |
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | Spell Slots: | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|---|
1st | +2 | Magical Tinkering, Spellcasting | — | — | 2 | 2 | — | — | — | — | |
2nd | +2 | Infuse Item | 3 | 2 | 2 | 2 | — | — | — | — | |
3rd | +2 | Artificer Specialist, Tool Expertise | 3 | 2 | 2 | 3 | — | — | — | — | |
4th | +2 | Ability Score Improvement | 4 | 2 | 2 | 3 | — | — | — | — | |
5th | +3 | Arcane Armament | 4 | 2 | 2 | 4 | 2 | — | — | — | |
6th | +3 | Artificer Specialist Feature | 4 | 3 | 2 | 4 | 2 | — | — | — | |
7th | +3 | — | 5 | 3 | 2 | 4 | 3 | — | — | — | |
8th | +3 | Ability Score Improvement | 5 | 3 | 2 | 4 | 3 | — | — | — | |
9th | +4 | — | 5 | 3 | 2 | 4 | 3 | 2 | — | — | |
10th | +4 | The Right Cantrip for the Job | 5 | 3 | 3 | 4 | 3 | 2 | — | — | |
11th | +4 | — | 6 | 4 | 3 | 4 | 3 | 3 | — | — | |
12th | +4 | Ability Score Improvement | 6 | 4 | 3 | 4 | 3 | 3 | — | — | |
13th | +5 | — | 6 | 4 | 3 | 4 | 3 | 3 | 1 | — | |
14th | +5 | Artificer Specialist Feature | 6 | 4 | 4 | 4 | 3 | 3 | 1 | — | |
15th | +5 | — | 7 | 4 | 4 | 4 | 3 | 3 | 2 | — | |
16th | +5 | Ability Score Improvement | 7 | 5 | 4 | 4 | 3 | 3 | 2 | — | |
17th | +6 | — | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | |
18th | +6 | Spell-Storing Item | 7 | 5 | 4 | 4 | 3 | 3 | 3 | 1 | |
19th | +6 | Ability Score Improvement | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 | |
20th | +6 | Soul of Artifice | 8 | 5 | 4 | 4 | 3 | 3 | 3 | 2 |
Wiki
Magical Item | Attunement |
Alchemy Jug | No |
Bag of Holding | No |
Cap of Water Breathing | No |
Goggles of Night | No |
Rope of Climbing | No |
Sending Stones | No |
Wand of Magic Detection | No |
Wand of Secrets | No |
Magical 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 |
Magic 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 |
Necklace of Adaptation | 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 (Eberron: Rising from the Last War) | Yes |
Winged Boots | Yes |
Magic Item | Attunement |
Amulet of Health | Yes |
Arcane Propulsion Arm (Eberron: Rising from the Last War) | 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.
Might of the Master: The following numbers increase by 1 when your proficiency bonus increases by 1: the defender's skill and saving throw bonuses (above), the bonuses to hit and damage of its rend attack, and the number of hit points restored by its Repair action (below). Vigilant: The defender can't be surprised.
Force-Empowered Rend: Melee weapon attack. +4 to hit, reach 5ft., one target you can see. Hit: 1d8 + 2 force damage. Repair (3/day): The magical mechanisms inside the defender restore 2d8 + 2 hit points to itself or to one construct or object within 5 feet of it.
Deflect Attack: The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
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.
Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
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's 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, which uses your proficiency bonus (PB) in several places.
In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take another action. That action can be one in its stat block or some other action. If you are incapacitated, the homunculus can take any action of its choice, not just Dodge.
The homunculus regains 2d6 hit points if the mending spell is cast on it. If you or the homunculus dies, it vanishes, leaving its heart in its space.
Trade Good
Common
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.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
PHB
0-level (Cantrip) Conjuration
Based on Player's Handbook
0-level (Cantrip) Transmutation
1-level Enchantment
1-level Abjuration
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
Player's Handbook
1-level Transmutation
PHB p231
1-level Divination
Ritual - does not require spell slot, takes 10 minutes longerPHB
1-level Evocation
Statblocks for your Trinkets, businesses, building, castles, empires.
Adventuring Gear
Common
This set of clothes consists of boots, wool breeches, a sturdy belt, a shirt, and an ample cloak with a hood.
Cost: 2 gp
Weight: 4lb
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