+8 | Expertise Bonus | |
+4 | Proficiency Bonus |
+4 | Strength | |
+3 | Dexterity | |
+8 | Constitution | |
+5 | Intelligence | |
-1 | Wisdom | |
+2 | Charisma |
+0 | Acrobatics | DEX | |
-1 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+8 | Athletics | STR | |
+2 | Deception | CHA | |
+1 | History | INT | |
-1 | Insight | WIS | |
+2 | Intimidation | CHA | |
+1 | Investigation | INT | |
+9 | History (Stonework) | INT |
-1 | Medicine | WIS | |
+1 | Nature | INT | |
+3 | Perception | WIS | |
+2 | Performance | CHA | |
+2 | Persuasion | CHA | |
+1 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+0 | Stealth | DEX | |
-1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Warhammer | +9 | STR | 1d8+1+4 | bludgeoning | |
2-handed 1d10 , Adamantine(damage die+1, Crit on 16+, doesn't break), Returning Weapon, thrown (range 20/60) | |||||
Thunder Gauntlet | +8 | STR | 1d8+4 | thunder | |
hits impose disadvantage on attack rolls against targets other than you until the start of your next turn |
The statblocks of your Weapons, armor and other important/magical equipment
Weapon
Common
VersatileProficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Type | Damage | Damage | Range |
---|---|---|---|
Martial Melee | 1d8 / 1d10 | Bludgeoning |
Cost: 15 GP
Weight: 2 lbs
Player's Handbook p144
Armor (Shield)
Uncommon
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
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. |
---|---|---|---|
Shield | 3 | No |
Cost: 500gp
Weight: 6 lbs
DnD 5e PHB
Armor (Heavy)
Common
Type | AC | STR Req. | Stealth Dis. |
---|---|---|---|
Heavy | 18 | 15+ | Yes |
Cost: 1500gp
Weight: 65 lb
Wondrous Item
Rare Requires Attunement
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
Wondrous Item
Common
These bracers are offered free of charge to all Barbarians, Fighters, Monks, and Rouges that attend Strixhaven. Each bracer is adjustable based on size and can be made to fit over other bracers.
Around the Bracer are five metal settings that fit different gems.
The gems used by this bracers are specially created synthetic gems that are infused with varying levels of magic.
A student with knowledge of a spell may use the bracer and a gem of the corresponding level to cast that spell.
the gem is consumed in the casting.
The bracer itself counts as a spell focus in determining necessary material compents
Each gem costs a certain amount of gold depending on the spell level
level 1 - 25gp
level 2 - 50gp
level 3 - 75gp
level 4 - 150gp
level 5 - 300gp
level 6 - 600gp
Gems after level 6 are only available to alumni and even then only under special circumstances
The statblocks of your class features
Elf, Half-Elf, Dwarf, Gnome, Orc, Half-Orc, Tabaxi, Kobold Races
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have advantage on saving throws against poison, and you have resistance against poison damage.
Weapon training. You have proficiency with the battleaxe, handaxe, light hammer, and warhammer. You cannot be flanked whle wielding a weapon you're proficient with, if you can see an allied combatant that can understand you and is positioned within 15 feet of you. Armor training. It takes you half the time to put on or take off your heavy armor. Your speed is not reduced while wearing heavy armor. You incure no penalties for sleeping with heavy armor. Tool Proficiency. You gain proficiency with the artisan's tools of your choice: Smith's Tools, Brewer's Supplies, or Mason's Tools.
Whenever you make any Intelligence 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.
Universal power, 4th level
You've become quite good at the art of grabbing weapons and throwing them. When you choose this power, every weapon you wield has the thrown propertiy and a range of 20/60. Your range with weapons that already had the thrown property is doubled.
You use shields not just for protection but also for offense. You gain the following benefits while you are wielding a shield:
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.
Darkvision: Accustomed to life Underground, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only shades of gray.
Dwarven Resilience: You have advantage on Saving Throws against poison, and you have Resistance against poison.
Dwarven Combat Training: You have proficiency with the Battleaxe, Handaxe, Light Hammer, and Warhammer.
Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewer’s supplies, or mason’s tools.
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 Armor Training: You have proficiency with light and medium armor.
Languages. Common, Dwarven
Statblocks for companions, followers and other allies.
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
-1 | Strength | |
+5 | Dexterity | |
+0 | Constitution | |
+10 | Intelligence | |
+7 | Wisdom | |
+1 | Charisma |
+10 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+10 | Arcana | INT | |
-1 | Athletics | STR | |
+1 | Deception | CHA | |
+10 | History | INT | |
+7 | Insight | WIS | |
+1 | Intimidation | CHA | |
+5 | Investigation | INT |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+7 | Perception | WIS | |
+6 | Performance | CHA | |
+1 | Persuasion | CHA | |
+5 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
LongBow | +10 | DEX | 1d8+5 | piercing | |
ranged (150/600ft), ammunition, heavy, two-handed | |||||
Dancing Longsword | +10 | DEX | 1d8+5 | piercing | |
Finesse, Versatile (2-handed 1d10 ), b.action (command word) sword flies 30ft, attacks creature next to it. moves 30ft per turn for bonus action. must stay with-in 30ft. returns to owner after 4th attack. | |||||
Moon-Touched Longsword | +10 | DEX | 1d8+5 | slashing | |
Finesse, Versatile (2-handed 1d10 ), 15ft of bright light, 15ft of dim light | |||||
Handaxe | -1 | STR | 1d6-1 | Slashing | |
Light, Thrown (20/60) |
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+13 | Strength | |
+2 | Dexterity | |
+12 | Constitution | |
-1 | Intelligence | |
+5 | Wisdom | |
+3 | Charisma |
+7 | Acrobatics | DEX | |
+5 | Animal Handling | WIS | |
-1 | Arcana | INT | |
+13 | Athletics | STR | |
+3 | Deception | CHA | |
-1 | History | INT | |
+10 | Insight | WIS | |
+8 | Intimidation | CHA | |
-1 | Investigation | INT |
+5 | Medicine | WIS | |
-1 | Nature | INT | |
+10 | Perception | WIS | |
+3 | Performance | CHA | |
+3 | Persuasion | CHA | |
-1 | Religion | INT | |
+2 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+15 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +13 | STR | 3d10+8 | Piercing | |
reach 10ft, extra 2d10 against Large or bigger creatures | |||||
Claw & DK Longsword | +13 | STR | 2d6+8 | Slashing | |
reach 5ft, (Sentient) make an extra attack that deals 4d8+8 necrotic damage. Versatile | |||||
Claw & Sword of Sharpness | +13 | STR | 2d6+8 | Slashing | |
reach 5ft, make an extra attack that deals 1d8+8 slashing damage. Nat 20: extra 14 damage + roll again, another 20 lops off a limb. Command word: 10ft bright light, 10ft dim light. Versatile | |||||
Tail & Hammers | +13 | STR | 2d8+8 | Bludgeoning | |
Once per round, reach 15ft, if the target's within 10ft make 2 extra attacks that deal 1d6+8 thunder damage each | |||||
Fire Breath | +7 | CON | 7d6 | Fire | |
15ft cone, DC20 DEX save, Breath Weapon. 1d6 x (Con mod) fire damage. DC = 8+Con Mod+Prof | |||||
Lightning Breath | +7 | CON | 5d10 | Lightning | |
30ft line, DC20 DEX save, Breath Weapon. 1d10 x (Prof) lightning damage. DC = 8+Con Mod+Prof |
+10 | Expertise Bonus | |
+5 | Proficiency Bonus |
+6 | Strength | |
+8 | Dexterity | |
+1 | Constitution | |
+1 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+3 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+1 | Arcana | INT | |
+6 | Athletics | STR | |
+0 | Deception | CHA | |
+1 | History | INT | |
+8 | Insight | WIS | |
+0 | Intimidation | CHA | |
+6 | Investigation | INT |
+3 | Medicine | WIS | |
+6 | Nature | INT | |
+8 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+1 | Religion | INT | |
+3 | Sleight of Hand | DEX | |
+8 | Stealth | DEX | |
+8 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Emerald Dragon's Wrath Longbow (Wakened) | +12 | DEX | 2d8+2+3 | Piercing | |
2d6 psychic damage, (range 150/600ft), nat20 5ft explosion of 5 psychic damage, (1/dawn) 30ft cone 8d6 psychic damage DC16 dex save | |||||
Sunblade | +10 | DEX | 1d8+4+3 | Slashing | |
versatile ( 1d10+2+3 when 2-handing), radiant instead of slashing against undead & extra 1d8 damage, Finesse, 15ft bright light, 15ft dim light |
+12 | Expertise Bonus | |
+6 | Proficiency Bonus |
+8 | Strength | |
+6 | Dexterity | |
+13 | Constitution | |
+3 | Intelligence | |
+7 | Wisdom | |
+11 | Charisma |
+0 | Acrobatics | DEX | |
+1 | Animal Handling | WIS | |
+9 | Arcana | INT | |
+8 | Athletics | STR | |
+5 | Deception | CHA | |
+9 | History | INT | |
+1 | Insight | WIS | |
+5 | Intimidation | CHA | |
+3 | Investigation | INT |
+7 | Medicine | WIS | |
+3 | Nature | INT | |
+13 | Perception | WIS | |
+5 | Performance | CHA | |
+11 | Persuasion | CHA | |
+9 | Religion | INT | |
+0 | Sleight of Hand | DEX | |
+6 | Stealth | DEX | |
+1 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Bite | +14 | STR | 2d10+8 | Piercing | |
reach 10ft, d8+3 cold damage, bit creatures make DC 16 Con Save becoming paralyzed until the start of your next turn on a failure. | |||||
Silvered Sickle Claw | +17 | STR | 2d6+3+8 | Slashing | |
reach 5ft, Silvered, Always make 2 attacks with this weapon | |||||
Tail | +14 | STR | 2d8+8 | Bludgeoning | |
reach 15ft | |||||
Cold Breath | +5 | CHA | 11d8+3 | Cold | |
60ft-cone, DC19 Con save, failed save = half speed for 1 minute. Optional: creatures of your choice in the area gain temporary HP = to half the roll instead of taking damage. Temp hp also halves speed | |||||
Paralyzing Breath | +5 | CHA | Paralyzed | ||
60ft-cone, DC19 Con save. A creature can repeat the saving throw at the end of each of its turns, ending the effect on a success. Optional: creatures of your choice in the area gain + d4 on their Con saves for the next minute instead. |
Statblocks for your spells.
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Evocation
SRD
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Evocation
PHB
0-level (Cantrip) Evocation
SRD
1-level Evocation
SRD
1-level Abjuration
10 ammunition spells
1-level Transmutation
PHB: P. 230
1-level Evocation
SRD
1-level Transmutation
Size | HP | AC | Attack | Strength | Dexterity | Spell Slot |
---|---|---|---|---|---|---|
Tiny | 15 | 12 | +3, 1d4+4 | 4 | 16 | 1st |
Small | 25 | 13 | +4, 1d8+2 | 6 | 14 | 2nd |
Medium | 40 | 14 | +5, 2d6+1 | 10 | 12 | 3rd |
Large | 50 | 15 | +6, 2d10+2 | 14 | 10 | 4th |
Huge | 80 | 16 | +8, 2d12+4 | 18 | 8 | 5th |
Gargantuan | 100 | 17 | +10, 4d6+6 | 20 | 6 | 6th |
SRD
1-level Evocation
PHB p239 (modified)
1-level Evocation
SRD
2-level Illusion
SRD
2-level Evocation
codex of technomancy
2-level Conjuration
SRD
2-level Transmutation
Player's Handbook, SRD, Basic Rules
2-level Illusion
SRD
3-level Illusion
SRD
3-level Evocation
Player's Handbook
4-level Evocation
Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet, You can end the spell early by using an action to dismiss it. The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage. In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.
Player's Handbook
5-level Transmutation
A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it. When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.
Player's Handbook
5-level Evocation
An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side). Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by Dispel Magic. A Disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.
Statblocks for your Trinkets, businesses, building, castles, empires.