| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +0 | Strength | |
| +2 | Dexterity | |
| +5 | Constitution | |
| +9 | Intelligence | |
| +2 | Wisdom | |
| +3 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| -1 | Athletics | STR | |
| +5 | Deception | CHA | |
| +5 | History | INT | |
| +1 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +8 | Investigation | INT | |
| +6 | Stop Shaking Him | DEX |
| +4 | Medicine | WIS | |
| +8 | Nature | INT | |
| +1 | Perception | WIS | |
| +2 | Performance | CHA | |
| +5 | Persuasion | CHA | |
| +5 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Bonesaw | +9 | INT | 1d8+6 | Slashing | |
| Versatile (1d10) | |||||
Resourceful. You gain Heroic Inspiration whenever you finish a Long Rest.
Luck Points. You have a number of Luck Points equal to your Proficiency Bonus and can spend the points on the benefits below. You regain your expended Luck Points when you finish a Long Rest.
Advantage. When you roll a d20 for a D20 Test, you can spend 1 Luck Point to give yourself Advantage on the roll.
Disadvantage. When a creature rolls a d20 for an attack roll against you, you can spend 1 Luck Point to impose Disadvantage on that roll.
Discount. Whenever you buy a nonmagical item, you receive a 20 percent discount on it.
Fast Crafting. When you finish a Long Rest, you can craft one piece of gear from the Fast Crafting table, provided you have the Artisan's Tools associated with that item and have proficiency with those tools. The item lasts until you finish another Long Rest, at which point the item falls apart. The items Cedric has proficiency for are: Bell, Shovel, Tinder Box, Ball Bearings, Bucket, Caltrops, Grappling Hook, Iron Pot, Ladder, and Torch.
Potent Poison. When you make a damage roll that deals Poison damage, it ignores Resistance to Poison damage.
Brew Poison. You gain proficiency with the Poisoner's Kit. With 1 hour of work using such a kit and expending 50 GP worth of materials, you can create a number of poison doses equal to your Proficiency Bonus. As a Bonus Action, you can apply a poison dose to a weapon or piece of ammunition. Once applied, the poison retains its potency for 1 minute or until you deal damage with the poisoned item, whichever is shorter*. When a creature takes damage from the poisoned item, that creature must succeed on a Constitution saving throw (DC 8 plus the modifier of the ability increased by this feat and your Proficiency Bonus) or take 2d8 Poison damage and have the Poisoned condition until the end of your next turn.
Ability Score Increase. Increase your Dexterity or Intelligence score by 1, to a maximum of 20.
Magical Tinkering. As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings, Net, Basket, Oil, Bedroll, Paper, Bell, Parchment, Blanket, Pole, Block and Tackle, Pouch, Bucket, Rope, Caltrops, Sack, Candle, Shovel, Crowbar, String, Flask, Tinderbox, Jug, Torch, Lamp, or Vial. The item vanishes after 1 hour. You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
Arcane Alchemist. Your Level 1 Spellcasting class feature is replaced with the Arcane Alchemist feature. You begin with a number of Arcane Points equal to twice the number of level 1 spell slots on your class' feature table. These Arcane Points can be spent during a Long Rest to craft vials that enact the effect of a prepared spell from your spell list, either by consuming them for spells with range of Self or Touch, or by throwing and shattering them for spells with further ranges. These potions take the spell's casting time to throw, or administer to, yourself or another creature. They do not require concentration, nor count as casting a spell for instances such as Couterspell. For spells with a range other than Touch or Self, the user must make a ranged spell attack against the creature's AC for an unwilling target, or a DC of 10 for a willing one. These vials can be crafted by spending two Arcane Points per the level of the spell, and expire a number of weeks equal to its level. You regain a number of Arcane Points equal to a roll of your Arcane Die + your Spellcasting modifier. Your Arcane Die starts out as a d4, then goes up a level whenever you gain access to a new level of spell slot (d6 when you gain access to level 2 spells, d8 when you gain access to level 3 spells, etc.) Unspent points represent the magical potential of materials you've found or modifications you've made to yourself through alchemy. They may be spent to use cantrips (1 point) or spells from your always prepared list without needing to forge them into vials.
Replicate Magic Item. You have learned arcane plans that you use to make magic items. Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage +1 are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify. You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table.
Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature. If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.
Duration. A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When you die, the magic item vanishes after 1d4 of days. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.
Plans Known. Weapon +1, Bag of Holding, Armor +1, Wand of Secrets, Sending Stones
Right Tool For The Job. The list of items you can create with Magical Tinkering now includes Artisan’s Tools, which are described in the Player’s Handbook.
Repurpose Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, reverting it back to its magical components. You gain Arcane Points depending on the rarity of the item. You regain 2 if the item is Common, or 4 if the item is Uncommon or Rare. Once you use this feature, you can't do so again until you finish a Long Rest.
Flash of Genius. When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier. You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
Homunculus Servant. By spending 4 or more Arcane Points at the end of a Long Rest, you summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one. You determine the homunculus’s appearance, such as a mechanical-looking bird; winged vials; or miniature, animate cauldrons.
Combat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Tool Proficiency. You gain proficiency with Smith’s Tools. If you already have this proficiency, you gain proficiency with one other type of Artisan’s Tools of your choice. In addition, when you craft an ordinary or magic weapon, the amount of time required to craft it is halved.
Battle Ready. Your combat training and your experiments with magic have paid off in two ways:
Arcane Empowerment. When you attack with a magic weapon, you can use your Intelligence modifier, instead of Strength or Dexterity modifier, for the attack and damage rolls.
Weapon Knowledge. You gain proficiency with Martial weapons.
Steel Defender. Your tinkering has borne you a companion, a Steel Defender (see the stat block). You determine the defender’s appearance and whether it has two legs or four; your choices don’t affect the defender’s game statistics. The Steel Defender is Friendly to you and your allies and obeys you. It vanishes if you die.
The Defender in Combat. In combat, the defender acts during your turn. It can move and take its Reaction on its own, but the only action it takes is the Dodge action unless you take a Bonus Action to command it to take an action. If you have the Incapacitated condition, the defender acts on its own and isn’t limited to the Dodge action.
Restoring or Replacing the Defender. If the defender has died within the last hour, you can take a Magic action to touch it and expend 2 arcane points. The defender returns to life after 1 minute with all its Hit Points restored. Whenever you finish a Long Rest, you can create a new Steel Defender if you have Smith’s Tools in hand. If you already have a defender from this feature, the first one vanishes.
Extra Attack. You can attack twice instead of once whenever you take the Attack action on your turn.
Thieves’ Tools, Tinker’s Tools, Brewer's Supplies, Smith’s Tools, Carpenter's Tools, Calligrapher's Supplies, Alchemist's Supplies
Thieves’ Tools, Tinker’s Tools, Brewer's Supplies, Smith’s Tools, Carpenter's Tools, Calligrapher's Supplies, Alchemist's Supplies
Light and Medium armor and Shields
Simple weapons, Martial weapons
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.