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Unnamed

12 Level (0/120000 XP for level-up) Spy Background Eliksni (Captain) Race / Species / Heritage Lawful Neutral Alignment
Artificer
Level 9
Hit Dice: 9/9
1d8+0 Class 1
Fighter
Level 3
Hit Dice: 3/3
1d10+0 Class 2

STR
8
-1
DEX
16
+3
CON
10
+0
INT
18
+4
WIS
16
+3
CHA
16
+3
67
Hit Points
+3
Initiative (DEX)
16
Armor Class (AC)
+4
Prof. Bonus
30
Speed (walk/run/fly)
17
Passive Perception
2 / 2
Grit Points
Spellcasting ...
+8 Attack mod
INT Ability
+4 Abi Mod
16 Save DC
+8 Expertise Bonus
+4 Proficiency Bonus
-1 Strength
+3 Dexterity
+4 Constitution
+8 Intelligence
+3 Wisdom
+3 Charisma
saving throws
+3 Acrobatics DEX
+3 Animal Handling WIS
+8 Arcana INT
-1 Athletics STR
+11 Deception CHA
+4 History INT
+3 Insight WIS
+3 Intimidation CHA
+4 Investigation INT
skills
+3 Medicine WIS
+4 Nature INT
+7 Perception WIS
+3 Performance CHA
+3 Persuasion CHA
+4 Religion INT
+3 Sleight of Hand DEX
+7 Stealth DEX
+3 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Phial Rifle +8 INT 1d10 piercing
 reload (4), ranged (300/600), misfire (2)
Attacks

Spell Book

Background Features: Prof in Deception and Stealth
Feats:

  • Level 4 Artificer: Skill Expert (+1 con, proficiency in survival and expertise in deception)

  • Level 8 Artificer: Medium Armor Master


Artificer Features:

  • Magical Tinkering, The Right Tool for the Job, Tool Expertise, Flash of Genius, Chemical Combinations, Weapon Coatings, Extra Attack, Master Harvester.


Fighter Features:

  • Fighting Style (archery), second wind, action surge, gunsmith, adept marksman (violent shot and deadeye shot)



Features & Traits
Half Plate, Phial Rifle, Alchemist's Kit, Tinker's Tools,

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 0, Platinum: 0 Money

  • Alchemist's tools, tinker's tools, thieves' tools



Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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

The statblocks of your class features

Homebrew

Artificer

hit dice: 1d8
hit points at 1st level: 8 + constitution modifier
hit points at higher levels: 1d8 + constitution modifier
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons
tools: Thieve's Tools, Tinker's Tools, and one tool of your choice
saving throws: Constitution, and Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
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 chapter 5, “Equipment,” 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 cantrips 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 1st-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.
class features:
Magical Tinkering At 1st level, you learn 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.   Infuse Item At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.   Infusions Known When you gain this feature, pick four artificer infusions to learn, choosing from the “Artificer Infusions” section at the end of the class’s description. 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 non-magical 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 “Attunement” in chapter 7 of the Dungeon Master’s Guide).   Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days have passed equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you give up your knowledge of the infusion for another one.   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 immediately 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 learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools, 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, 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 Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.   Flash of Genius Starting at 7th level, you gain 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 learn how to 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 to 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.   List of Infusions:   Arcane Propulsion Armor Prerequisite: 14th-level artificer Item: A suit of armor (requires attunement)   The wearer of this armor gains these benefits:  
  • The wearer’s walking speed increases by 5 feet.
  • The armor includes gauntlets, each of which is a magic melee weapon that can be wielded only when the hand is holding nothing. The wearer is proficient with the gauntlets, and each one deals 1d8 force damage on a hit and has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When thrown, the gauntlet detaches and flies at the attack’s target, then immediately returns to the wearer and reattaches.
  • The armor can’t be removed against the wearer’s will.
  • If the wearer is missing any limbs, the armor replaces those limbs—hands, arms, feet, legs, or similar appendages. The replacements function identically to the body parts they replace.
  Armor of Magical Strength Item: A suit of armor (requires attunement)   This armor has 6 charges. The wearer can expend the armor’s charges in the following ways:  
  • When the wearer makes a Strength check or a Strength saving throw, it can expend 1 charge to add a bonus to the roll equal to its Intelligence modifier.
  • If the creature would be knocked prone, it can use its reaction to expend 1 charge to avoid being knocked prone.
  • The armor regains 1d6 expended charges daily at dawn.
  Boots of the Winding Path Prerequisite: 6th-level artificer Item: A pair of boots (requires attunement)   While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.   Enhanced Arcane Focus Item: A rod, staff, or wand (requires attunement)   While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.The bonus increases to +2 when you reach 10th level in this class.   Enhanced Defense Item: A suit of armor or a shield   A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item. The bonus increases to +2 when you reach 10th level in this class.   Enhanced Weapon Item: A simple or martial weapon   This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.   Helm of Awareness Prerequisite: 10th-level artificer Item: A helmet (requires attunement)   While wearing this helmet, a creature has advantage on initiative rolls. In addition, the wearer can’t be surprised, provided it isn’t incapacitated.   Homunculus Servant Item: A gem or crystal worth at least 100 gp   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.   Mind Sharpener Item: A suit of armor or robes   The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.   Radiant Weapon Prerequisite: 6th-level artificer Item: A simple or martial weapon (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.   The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker’s next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.   Repeating Shot Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it’s used to make a ranged attack, and it ignores the loading property if it has it.   If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.   Replicate Magic Item Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table’s title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.   Repulsion Shield Prerequisite: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield’s charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.   Resistant Armor Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.   Returning Weapon Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.   Spell-Refueling Ring Prerequisite: 6th-level artificer Item: A ring (requires attunement)   While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.
subclass options:
Chemical Combinations: Starting at 3rd level, at the end of a long rest you can spend any number of spell slots to create potions. The potion rarity varies based on the spell slot used as seen in the table below:                    
Spell Level Potion Quality Modifier
1 10%
2 20%
3 30%
4 40%
5 50%
6 60%
7 70%
8 80%
9 90%
    The way to create a potion is by mixing 3 ingredients: liquid base, organic, and in-organic materials with a spell slot. Depending on the combined quality of all of the ingredients the potion's end effect will vary in potency. For example a 50 quality potion of healing might be considered equivalent to a potion of greater healing and therefore heal 4d4 + 4. Different materials have different modifiers based on their rarity up to the DM’s discretion.   As an action, you can make either a nature or arcana check depending on the ingredient to determine the rarity and quality of the ingredient. This DC will vary depending on the material and even with a high roll you may learn nothing about the material.   Weapon Coatings: At level 3, you gain proficiency in all martial weapons, As a bonus action you can apply a potion to a melee weapon or ten pieces of ammunition, this coating lasts for one minute. When you attack with a coated weapon you can use intelligence rather than strength or dexterity for weapon attacks   Extra Attack: At level 5, you gain the ability to attack an additional time each time you take the attack action.   Master Harvester: At level 9, you have mastered gathering and harvesting materials for your alchemical ingredients. You gain advantage on medicine, nature and investigation checks when harvesting alchemical ingredients.
1Magical Tinkering, Spellcasting
2Infuse Item
3Artificer Specialty, The Right Tool for the Job, Specialty: Chemical Combinations, Weapon Coatings
4Ability Score Improvement
5Specialty: Extra Attack
6Tool Expertise
7Flash of Genius
9Master Harvester

Fighter

hit dice: 1d10
hit points at 1st level: 10 + con mod
hit points at higher levels: 1d10 + con mod
armor proficiencies: Light Armor, Medium Armor, Shields
weapon proficiencies: Simple Weapons, Martial Weapons
tools:
saving throws: Constitution, Strength
skills: Choose two skills from Acrobatics, Animal Handling, Athletics, History, Insight, Intimidation, Perception, and Survival
starting equipment:
spellcasting:
class features:
Fighting Style You adopt a particular style of fighting as your specialty. Choose one of the following options. You can’t take a Fighting Style option more than once, even if you later get to choose again.   Archery You gain a +2 bonus to attack rolls you make with ranged weapons.   Defense While you are wearing armor, you gain a +1 bonus to AC.   Dueling When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.   Great Weapon Fighting When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.   Protection When a creature you can see attacks a target other than you that is within 5 feet of you, you can use your reaction to impose disadvantage on the attack roll. You must be wielding a shield.   Two-Weapon Fighting When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.   Second Wind You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.   Action Surge Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.   Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn.   Martial Archetype At 3rd level, you choose an archetype that you strive to emulate in your combat styles and techniques. Choose Champion, Battle Master, or Eldritch Knight, all detailed at the end of the class description. The archetype you choose grants you features at 3rd level and again at 7th, 10th, 15th, and 18th level.
subclass options:
Firearm Proficiency Starting when you choose this archetype at 3rd level, you gain proficiency with firearms, allowing you to add your proficiency bonus to attacks made with firearms.   Gunsmith Upon choosing this archetype at 3rd level, you gain proficiency with Tinker’s Tools. You may use them to craft ammunition 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.   Firearm Properties Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.   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.   Adept Marksman When you choose this archetype at 3rd level, you learn to perform powerful trick shots to disable or damage your opponents using your firearms.   Trick Shots. You learn two trick shots of your choice, which are detailed under “Trick Shots” below. Many maneuvers enhance an attack in some way. Each use of a trick shot must be declared before the attack roll is made. You can use only one trick shot per attack.   You learn an additional trick shot of your choice at 7th, 10th, 15th, and 18th level. Each time you learn a new trick shot, you can also replace one trick shot you know with a different one.   Grit. You gain a number of grit points equal to your Wisdom modifier (minimum of 1). You regain 1 expended grit point each time you roll a 20 on the d20 roll for an attack with a firearm, or deal a killing blow with a firearm to a creature of significant threat (DM’s discretion). You regain all expended grit points after a short or long rest.   Saving Throws. Some of your trick shots require your targets to make a saving throw to resist the trick shot’s effects. The saving throw DC is calculated as follows:   Trick Shot save DC = 8 + your proficiency bonus + your Dexterity modifier   Deadeye Shot When you make a firearm attack against a creature, you can expend one grit point to gain advantage on the attack roll.   Violent Shot When you make a firearm attack against a creature, you can expend one or more grit points to enhance the volatility of the attack. For each grit point expended, the attack gains a +2 to the firearm’s misfire score. If the attack hits, you can roll one additional weapon damage die per grit point spent when determining the damage.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Player's Handbook (2014)

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time: 1 Action
Range/Area: Melee
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: attack
Damage/Effect: lightning
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: When you reach 5th, 11th, or 17th increase this spells damage by 1d8.
Available for: wizard, sorcerer, artificer

Mage Hand

0-level (Cantrip) Conjuration

Casting Time: 1 action
Range/Area: 30 ft
Components: Verbal, Somatic
Duration: 1 Minute
Attack/Save: None
Damage/Effect: None
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again. You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.   The hand can't attack, activate magic items, or carry more than 10 pounds.
At higher levels: No effect
Available for: Wizard, Artificer, Bard, Warlock, Sorcerer

Level 1 Spells

Cure Wounds

1-level Evocation

Casting Time: 1 Action
Range/Area: touch 5ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: None
Damage/Effect: Healing
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At higher levels: When you cast this spell above 1st level it heals for an additional 1d8 per level above 1st.
Available for: Artificer

Feather Fall

1-level Transmutation

Casting Time: 1 Reaction
Range/Area: 60 ft
Components: Verbal, Material
Materials: A Feather
Duration: 1 Minute
Attack/Save: None
Damage/Effect: None
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.
At higher levels: No effect
Available for: Artificer

Sanctuary

1-level Abjuration

Casting Time: 1 Bonus Action
Range/Area: 30 ft
Components: V,SM
Materials: Small Mirror
Duration: 1 Minute
Attack/Save: None
Damage/Effect: Buff
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack, casts a spell that affects an enemy, or deals damage to another creature, this spell ends.
Available for: Artificer

Detect Magic

1-level Divination

Casting Time: 1 Action (Ritual)
Range/Area: Self (30ft. Radius Sphere)
Components: Verbal, Somatic
Duration: 10 Minutes Concentration
Attack/Save: None
Damage/Effect: Detection
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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Available for: Artificer

Level 2 Spells

Blur

2-level Illusion

Casting Time: 1 action
Range/Area: Self
Components: Verbal
Duration: 1 minute (Concentration)
Attack/Save: None
Damage/Effect: None
Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.
Available for: Artificer

Spider Climb

2-level Transmutation

Casting Time: 1 Action
Range/Area: Touch
Components: V,SM
Materials: Bit of spider
Duration: 1 Hour concentration
Attack/Save: None
Damage/Effect: Buff
Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.
Available for: Artificer

Level 3 Spells

Dispel Magic

3-level Abjuration

Casting Time: 1 Action
Range/Area: 120 ft
Components: Verbal, Somatic
Duration: Instantaneous
Attack/Save: None
Damage/Effect: None
Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At higher levels: When you cast this spell at higher levels, if you are dispelling a spell effect if cast at equal or higher level then the spell's effect the spell is instantly dispelled.
Available for: Artificer

Haste

3-level Transmutation

Casting Time: 1 Action
Range/Area: 30 ft
Components: V,S,M
Materials: Licorice Root
Duration: 1 Minute (Concentration)
Attack/Save: None
Damage/Effect: Buff
Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
At higher levels: None
Available for: Artificer

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