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Kalamarth

3 Level (0/2700 XP for level-up) Marine Background Simic Hybrid (Elf-Giant Squid-Killer Whale) Race / Species / Heritage Lawful Neutral Alignment
Artificer (Armorer, Guardian)
Level 3
Hit Dice: 3/3
1d8+3 Class 1

STR
8
-1
DEX
15
+2
CON
17
+3
INT
16
+3
WIS
8
-1
CHA
8
-1
27
Hit Points
+2
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30/60/-
Speed (walk/run/fly)
9
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
-1 Strength
+2 Dexterity
+5 Constitution
+5 Intelligence
-1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
-1 Animal Handling WIS
+3 Arcana INT
+1 Athletics STR
-1 Deception CHA
+3 History INT
-1 Insight WIS
-1 Intimidation CHA
+3 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
-1 Perception WIS
-1 Performance CHA
-1 Persuasion CHA
+3 Religion INT
+2 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Bone Fishing Spear +1 STR 1d6-1 piercing
 Range 20/60, Thrown, Versatile
Shield +1 STR 1d4-1 bludgeoning
 +2 ac, improvised
Dagger +4 DEX 1d4+2 piercing
 Range 20/60, Thrown, finesse
Light Underwater Crossbow +4 DEX 1d8+2 piercing
 Loading, Range 80/320, Two-Handed
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +5 1 action 120 feet Instantaneous 1d10 fire damage
Guidance +5 1 action

Level 1 Spells 2 slots

NAME AB CAST RNG DUR DMG CMP #
Fire Bolt +5 1 action 120 feet Instantaneous 1d10 fire damage +
Cure Wounds +5 1 action Touch Instantaneous 1d8
Tasha's Caustic Brew +5 1 action Self (30-foot line) Concentration, up to 1 minute
Sanctuary +5 1 bonus action 30 feet 1 minute
The mutations have caused changes to his vocal chords and mouth, preventing him from creating sounds that a normal humanoid is able to; instead, he creates organ-like (the instrument) whale sounds, two or three notes at a time.

Features & Traits
Weapons/battle items (Class
  • A bone fishing spear

  • A shield

  • Underwater light crossbow

  • 20 arrows

  • Scale mail

  • thieves’ tools

  • Hunting knife


  • Backpack (30 lb):

    • a crowbar

    • a hammer

    • 10 pitons

    • 10 torches

    • a tinderbox

    • 10 days of rations

    • a waterskin

    • 50 feet of hempen rope

    • Handkerchief with symbol of old company

    • Traveler's clothes

    • Money pouch



    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 10, Platinum: 0 Money
    Languages (race):

    • Common

    • Elvish


    Proficiencies (class, background):

    • Light armor

    • Medium armor

    • Shields

    • Simple weapons

    • Thieves' tools

    • Tinker's tools

    • Cartographer’s tools

    • Medicine

    • Nature

    • Vehicles (land & water)

    • Athletics

    • Survival



    Languages & Proficiencies
    I prefer to solve problems without violence, but I finish fights decisively.

    Personality Traits
    Code. The marines' code provides a solution for every problem, and following it is imperative. (Lawful)

    Ideals
    I. Will. Finish. The. Job.

    Bonds
    My intensity can drive others away.

    Flaws
    Heavy storm took out my ship while on a recon mission 5 years ago; taken in by the Kraken and given new life through its knowledge and sunk research of the Atlantean Tritons, I have pledged my fealty to protecting Atlantis.

    Background
    --------------------------------------------------------
    Replicate Magic Item (Goggles of Night)
    Wondrous item, uncommon

    While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

    --------------------------------------------------------
    Replicate Magic Item (Rope of Climbing)
    Wondrous item, uncommon

    This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

    If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

    The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

    --------------------------------------------------------
    Replicate Magic Item (Magic Mouthpiece)
    Wondrous item, uncommon

    A rigid mask that interprets, translates, and speaks any spoken, inputted language to any other spoken language.

    --------------------------------------------------------
    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.

    Homunculus Servant
    Tiny construct
    Armor Class: 13 (natural armor)
    Hit Points: 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
    Speed: 20 ft., fly 30 ft.
    STR DEX CON INT WIS CHA
    4 (-3) 15 (+2) 12 (+1) 10 (+0) 10 (+0) 7 (−2)
    Saving Throws: Dex +2 plus PB
    Skills: Perception +0 plus PB x 2, Stealth +2 plus PB
    Damage Immunities: poison
    Condition Immunities: exhaustion, poisoned
    Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages: understands the languages you speak
    Challenge: —
    Proficiency Bonus (PB): equals your bonus
    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.
    Actions
    Force Strike. Ranged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.
    Reactions
    Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

    Known Infusions


    ™ & © 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

    Artificer

    hit dice: 1d8
    hit points at 1st level: 8 + your Constitution modifier
    hit points at higher levels: 1d8 + your Constitution modifier for every level after 1st
    armor proficiencies: Light, Medium, Shields
    weapon proficiencies: Simple Weapons
    tools: Tinker's Tools, Thieves' Tools
    saving throws: Constitution, Intelligence
    skills: Arcana, History, Medicine
    starting equipment:
    Light Hammer
    Light Crossbow
    Sling
    Scale Mail
    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 the equipment chapter 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.
    At 1st level, you know two cantrips of your choice from the artificer spell list. At higher levels, you learn additional artificer can trips 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 lst-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'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:
    • 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've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
    Infusions Known.
    When you gain this feature, pick four artificer infusions to learn. 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 nonmagical 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 the attunement rules in the Dungeon Master's Guide).
    Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion.
    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 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.  
    Artificer Specialist
    At 3rd level, you choose the type of specialist you are. Your choice grants you features at 5th level and again at 9th and 15th level.  
    The Right Tool for the Job
    At 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, 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 level, 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
    At 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.  
    Flash of Genius
    At 7th level, you've gained 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 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 can now 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 lst- 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 further:
    • 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 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.
    subclass options:
    Alchemist An Alchemist is an expert at combining reagents to produce mystical effects. Alchemists use their creations to give life and to leech it away. Alchemy is the oldest of artificer traditions, and its versatility has long been valued during times of war and peace.
    Tool Proficiency.
    When you adopt this specialization at 3rd level, you gain proficiency with alchemist's supplies. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
    Alchemist Spells.
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
    Level Alchemist Spells
    3rd Healing Word, Ray of Sickness
    5th Flaming Sphere, Melf's Acid Arrow
    9th Gaseous Form, Mass Healing Word
    13th Blight, Death Word
    17th Cloudkill, Raise Dead

    Experimental Elixir.
    Beginning at 3rd level, whenever you finish a long rest, you can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the elixir's effect, which is triggered when someone drinks the elixir. As an action, a creature can drink the elixir or administer it to an incapacitated creature.
    You can create additional experimental elixirs by expending a spell slot of 1st level or higher for each one. When you do so, you use your action to create the elixir in an empty flask you touch, and you choose the elixir's effect from the Experimental Elixir table.
    Creating an experimental elixir requires you to have alchemist supplies on your person, and any elixir you create with this feature lasts until it is drunk or until the end of your next long rest.
    When you reach certain levels in this class, you can make more elixirs at the end of a long rest: two at 6th level and three at 15th level. Roll for each elixir's effect separately. Each elixir requires its own flask.
    d6 Effect
    1 Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier
    2 Swiftness. The drinker's walking speed increases by 10 feet for 1 hour.
    3 Resilience. The drinker gains a +1 bonus to AC for 10 minutes.
    4 Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute.
    5 Flight. The drinker gains a flying speed of 10 feet for 10 minutes.
    6 Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes.
    Alchemical Savant. At 5th level, you've developed masterful command of magical chemicals, enhancing the healing and damage you create through them. Whenever you cast a spell using your alchemist's supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).
    Restorative Reagents.
    Starting at 9th level, you can incorporate restorative reagents into some of your works: Whenever a creature drinks an experimental elixir you created, the creature gains temporary hit points equal to 2d6 + your Intelligence modifier (minimum of 1 temporary hit point).
    You can cast Lesser Restoration without expending a spell slot and without preparing the spell, provided you use alchemist's supplies as the spellcasting focus. You can do so a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a long rest.
    Chemical Mastery.
    By 15th level, you have been exposed to so many chemicals that they pose little risk to you, and you can use them to quickly end certain ailments: You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.
    You can cast Greater Restoration and Heal without expending a spell slot, without preparing the spell ,and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. Once you cast either spell with this feature, you can't cast that spell with it again until you finish a long rest.  
    Armorer
    An artificer who specializes as an Armorer modifies armor to function almost like a second skin.
    Tools of the Trade.
    When you adopt this specialization at 3rd level, you gain proficiency with heavy armor. You also gain proficiency with smith's tools. If you already have this tool proficiency, you gain proficiency with one other type of artisan's tools of your choice.
    Armorer Spells.
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Armorer Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.
    Level Alchemist's Spells
    3rd Magic Missile, Thunderwave
    5th Mirror Image, Shatter
    9th Hypnotic Pattern, Lightning Bolt
    13th Fire Shield, Greater Invisibilty
    17th Passwall, Wall of Force

    Arcane Armor.
    Beginning at 3rd level, your metallurgical pursuits have led to you making armor a conduit for your magic. As an action, you can turn a suit of armor you are wearing into Arcane Armor, provided you have smith's tools in hand.
    You gain the following benefits while wearing this armor:
    If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
    You can use the arcane armor as a spellcasting focus for your artificer spells.
    The armor attaches to you and can’t be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action.
    The armor replaces any missing limbs, functioning identically to a body part it is replacing.
    The armor continues to be Arcane Armor until you don another suit of armor or you die.
    Armor Model.
    Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following armor models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
    Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls.
    You can change the armor's model whenever you finish a short or long rest, provided you have smith's tools in hand.
    -Guardian.
    You design your armor to be in the front line of conflict. It has the following features:
    • Thunder Gauntlets. Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it, and it 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. As a bonus action, you can 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. You can use this bonus action a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

    -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.
    • Dampening Field. You have advantage on Dexterity (Stealth) checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other, as normal.

    Extra Attack.
    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
    Armor Modifications.
    At 9th level, you learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, helmet, and the armor's special weapon. Each of those items can bear one of your infusions, and the infusions transfer over if you change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.
    Perfected Armor.
    At 15th level, your Arcane Armor gains additional benefits based on its model, as shown below.
    • -Guardian. When a Huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee weapon attack against it as part of this reaction.
      You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
    • -Infiltrator. Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 lightning damage.
     
    Artillerist
    An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield.
    Tool Proficiency.
    When you adopt this specialization at 3rd level, you gain proficiency with woodcarver's tools. If you already have this proficiency, you gain proficiency with one other type of artisan's tools of your choice.
    Artillerist Spells.
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
    Levels Artillerist Spells
    3rd Shield, Thunderwave
    5th Scorching Ray, Shatter
    9th Fireball, Wind Wall
    13th Ice Storm, Wall of Fire
    17th Cone of Cold, Wall of Force
    Eldritch Cannon. Also at 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.
    The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
    Cannon Activation
    Flamethrower The cannon 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 2d8 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 cannon, 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 cannon.
    Protector The cannon 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).

    Arcane Firearm.
    At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
    You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.
    Explosive Cannon.
    Starting at 9th level, every eldritch cannon you create is more destructive:
    • The cannon's damage rolls all increase by 1d8.
    • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
    Fortified Position. By 15th level, you’re a master at forming well-defended emplacements using Eldritch Cannon:
    • You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection that the cannon emits.
    • You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.
      Battlesmith Armies require protection, and someone has to put things back together if defenses fail.
    Tool Proficiency.
    When you adopt this specialization at 3rd level, 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.
    Battle Smith Spells.
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Battle Smith Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
    Level Battlesmith Spells
    3rd Heroism, Shield
    5th Branding Smite, Warding Bond
    9th Aura of Vitality, Conjure Barrage
    13th Aura of Purity, Fire Shield
    17th Banishing Smite, Mass Cure Wounds
    Battle Ready. When you reach 3rd level, your combat training and your experiments with magic have paid off in two ways:
    You gain proficiency with martial weapons. 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.
    Steel Defender.
    By 3rd level, your tinkering has borne you a faithful companion, a steel defender. It's friendly to you and your companions, and it obeys your commands. See its game statistics in the Steel Defender stat block, which uses your proficiency bonus (PB) in several places. You determine the creature's appearance and whether it has two legs or four; your choice has no effect on its game statistics.
    In combat, the defender 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 defender can take any action of its choice, not just Dodge.
    If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your smith's tools as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The steel defender returns to life after 1 minute with all its hit points restored.
    At the end of a long rest, you can create a new steel defender if you have smith's tools with you. If you already have a defender from this feature, the first one immediately perishes. The defender also perishes if you die.   Medium construct
    Armor Class: 15 (natural armor)
    Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
    Speed: 40 ft.
    • Str 14(+2)
    • Dex 129+1)
    • Con 14(+2)
    • Int 4(-3)
    • Wis 10(+0)
    • Cha 6(-2)
      Saving Throws: Dex +1 plus PB, Con +2 plus PB
    Skills:
    Athletics +2 plus PB, Perception +0 plus PB x 2
    Damage Immunities:
    poison
    Condition Immunities:
    charmed, exhaustion, poisoned
    Senses:
    darkvision 60 ft., passive Perception 10 + (PB x 2)
    Languages:
    understands the languages you speak
    Challenge:

    Proficiency Bonus (PB):
    equals your bonus
    Vigilant:
     The defender can't be surprised.
    Actions.
    • Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
    • Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
    Reactions
    • 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.
    Extra Attack. Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.
    Arcane Jolt.
    At 9th level, you've learn new ways to channel arcane energy to harm or heal. When either you hit a target with a magic weapon attack or your steel defender hits a target, you can channel magical energy through the strike to create one of the following effects:
    • The target takes an extra 2d6 force damage.
    • Choose one creature or object you can see within 30 feet of the target. Healing energy flows into the chosen recipient, restoring 2d6 hit points to it.
    You can use this energy a number of times equal to your Intelligence modifier (minimum of once), but you can do so no more than once on a turn. You regain all expended uses when you finish a long rest.
    Improved Defender.
    At 15th level, your Arcane Jolt and steel defender become more powerful:
    • The extra damage and the healing of your Arcane Jolt both increase to 4d6.
    • Your steel defender gains a +2 bonus to Armor Class.
    • Whenever your steel defender uses its Deflect Attack, the attacker takes force damage equal to 1d4 + your Intelligence modifier.
    LevelProficienciesFeaturesInfusions knownInfused ItemsCantrips Known1st2nd3rd4th5th
    1st+2 Magical Tinkering, Spellcasting--22----
    2nd+2 Infuse Item4222----
    3rd+2 Artificer Specialist, The Right Tool for the Job4223 ----
    4th+2 Ability Score Improvement 4223----
    5th+3 Artificer Specialist feature42242---
    6th+3Tool Expertise63242---
    7th+3 Flash of Genius63242---
    8th+3 Ability Score Improvement 63242---
    9th+4 Artificer Specialist feature 632432--
    10th+4Magic Item Adept 843432--
    11th+4 Spell-Storing Item 843433--
    12th+4 Ability Score Improvement 843433--
    13th+5- 8434331-
    14th+5 Magic Item Savant 10544331 -
    15th+5 Artificer Specialist feature 10544332-
    16th+5 Ability Score Improvement 10544332-
    17th+6- 105443331
    18th+6 Magic Item Master 126443331
    19th+6 Ability Score Improvement 126443332
    20th+6 Soul of Artifice 1264433 32

    Tasha's Cauldron of Everything

    Artificer (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 Features
    3rd Tool Proficiency, Armorer Spells, Arcane Armor, Armor Model
    5th Extra Attack, Armorer Spells
    9th Armor Modifications, Armorer Spells
    13th Armorer Spells
    15th Perfected Armor
    17th Armorer Spells
    hit dice: 1d8 per level
    hit points at 1st level: 1d8 + Constitution modifier
    hit points at higher levels: 1d8 + Constitution modifier per level
    armor proficiencies: Heavy Armor
    weapon proficiencies: No additional weapon proficiencies.
    tools: This subclass gains proficiency with the either the smith's tools or another type of artisan's tools at 3rd level (see Tool Proficiency feature).
    saving throws: No additional saving throw proficiencies.
    skills: No additional skill proficiencies.
    starting equipment:
    No additional equipment.
    spellcasting:
    Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

    Artillerist Level Spell
    3rd Magic Missile, Thunderwave
    5th Mirror Image, Shatter
    9th Hypnotic Pattern, Lightning Bolt
    13th Fire Shield, Greater Invisibility
    17th Passwall, Wall of Force
    class features:
    Tool Proficiency
    When you adopt this specialization at 3rd level, 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.

    Arcane Armor
    Beginning at 3rd level, your metallurgical pursuits have led you to making armor a conduit for your magic. As an action, you can turn a suit of armor you're wearing into Arcane Armor, provided you have smith's tools in hand. You gain the following benefits while wearing this armor:
    • If the armor normally has a Strength requirement, the arcane armor lacks this requirement for you.
    • You can use the arcane armor as a spellcasting focus for your artificer spells
    • The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a bonus action. The armor replaces any missing limbs, functioning identically to a body part it is replacing.
    The armor continues to be Arcane armor until you don another suit of armor or you die.

    Armor Model
    Beginning at 3rd level, you can customize your Arcane Armor. When you do so, choose one of the following models: Guardian or Infiltrator. The model you choose gives you special benefits while you wear it.
    Each model includes a special weapon. When you attack with that weapon, you can add your Intelligence modifier, instead of Strength or Dexterity, to the attack and damage rolls
    You can change the armor's model whenever you finish a short or long rest, provided you have the smith's tools in hand.
      Guardian: You design your armor to be in the front line of conflict. It has the following features
    • Thunder Gauntlets: Each of the armor's gauntlets counts as a simple melee weapon while you aren't holding anything in it and it 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 a pulse when the creature attacks someone else.
    • Defensive Field: As a bonus action, you can 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. You can use this bonus action a number of times equal to your proficiency bonus, and you can regain all expended uses when you finish a long rest.

    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 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.
    • Dampening Field: You have advantage on Stealth checks. If the armor normally imposes disadvantage on such checks, the advantage and disadvantage cancel each other as normal.


    Extra Attack
    Starting at 5th level, you can attack twice, rather than once, whenever you take the Attack action on your turn.

     
    Armor Modifications
    At 9th level, you can learn how to use your artificer infusions to specially modify your Arcane Armor. That armor now counts as separate items for the purpose of your infuse items feature: armor (the chest piece), boots, helmet ad the armor's special weapon. Each of those items bear one of your infusions, and the infusions transfer over if your change your armor's model with the Armor Model feature. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your Arcane Armor.

    Perfected Armor
    At 15th level, your Arcane Armor gains additional benefits based on its model as shown below:
    • Guardian: When a huge or smaller creature you can see ends its turn within 30 feet of you, you can use your reaction to magically force the creature to make a Strength saving throw against your spell save DC, pulling the creature up to 30 feet toward you to an unoccupied space. If you pull the target to a space within 5 feet of you, you can make a melee attack against it as part of this reaction. You can use this reaction a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest
    • Infiltrator: Any creature that takes lightning damage from your Lightning Launcher glimmers with magical light until the start of your next turn. The glimmering creature sheds dim light in a 5-foot radius, and it has disadvantage on attack rolls against you, as the light jolts it if it attacks you. In addition, the next attack roll against it has advantage, and if that attack hits, the target takes an extra 1d6 Lightning damage.
    subclass options:
    This is one of the subclasses available to Artificers.

    Marine

    You were trained for battle on sandy beaches and rocky shores. You have launched midnight raids from swift ships whose names evoke terror in the hearts of your adversaries. The water is your second home, the rain your shelter, and the crashing waves your battle cry.
     

    Skill Proficiencies Athletics, Survival
    Tool Proficiencies Vehicles (water, land)
    Equipment A dagger that belonged to a fallen comrade, a folded flag emblazoned with the symbol of your ship or company, a set of traveller's clothes, and a belt pouch containing 10sp.

    Features

    Steady:
    You can move twice the normal amount of time (up to 16 hours) each day before being subject to the effect of a forced march. Additionally, you can automatically find a safe route to land a boat on shore, provided such a route exists.   Hardship Endured:
    Hardship in your past has forget you into an unstoppable living weapon. This hardship is essential to you and is at the heart of a personal philosophy or ethos that often guides your actions. You can roll on the following table to determine this hardship or choose one that best fits you character.

    Roll 1d6 Hardness Endured
    1
    Nearly Drowned. You hid underwater to avoid detection by enemies and held your breath for an extremely long time. Just before you would have died, you had a revelation about your existence.
    2
    Captured. You spent months enduring thirst, starvation, and torture at the hands of your enemy, but you never broke.
    3
    Sacrifice. You enabled the escape of your fellow soldiers, but at great cost to yourself. Some of your past comrades may think you’re dead.
    4
    Juggernaut. No reasonable explanation can explain how you survived a particular battle. Every arrow and bolt missed you. You slew scores of enemies single-handedly and led your comrades to victory.
    5
    Stowaway. For days, you hid in the bilge of an enemy ship, surviving on brackish water and foolhardy rats. At the right moment, you crept up to the deck and took over the ship on your own.
    6
    Leave None Behind. You carried an injured marine for miles to avoid capture and death.

    Suggested Characteristics

    Marines are looked up to by other soldiers and respected by their superiors. They are veteran warriors who rarely lose composure on the battlefield. Marines who leave the service tend to work as mercenaries, but their combat experience also makes them excellent adventurers. Though they are self-reliant, marines tend to operate best in groups, valuing camaraderie and the companionship of like-minded individuals.

    Traits

    Roll 1d8 Personality Trait
    1
    I speak rarely but mean every word I say.
    2
    I laugh loudly and see the humour in stressful situations.
    3
    I prefer to solve problems without violence, but I finish fights decisively.
    4
    I enjoy being out in nature; poor weather never sours my mood.
    5
    I am dependable.
    6
    I am always working on some project or other.
    7
    I become cantankerous and quiet in the rain.
    8
    When the sea is within sight, my mood is joyful and optimistic.

    Ideal

    Roll 1d6 Ideal
    1
    Teamwork. Success depends on cooperation and communication. (Good)
    2
    Code. The marine’s code provides a solution for every problem, and following it is imperative. (Lawful)
    3
    Embracing. Life is messy. Throwing yourself into the worst of it is necessary to get the job done. (Chaotic)
    4
    Might. The strong train so that they might rule those who are weak. (Evil)
    5
    Bravery. To act when others quake in fear – this is the essence of the warrior. (Any)
    6
    Perseverance. No injury or obstacle can turn me from my goal.

    Bond

    Roll 1d6 Bond
    1
    I face danger and evil to offset an unredeemable act in my past.
    2
    I. Will. Finish. The. Job.
    3
    I must set an example of hope for those who have given up.
    4
    I’m searching for a fellow marine captured by an elusive enemy.
    5
    Fear leads to tyranny, and both must be eradicated.
    6
    My commander betrayed my unit, and I will have revenge.

    Flaw

    Roll 1d6 Flaw
    1
    I grow combative and unpredictable when I drink.
    2
    I find civilian life difficult and struggle to say the right thing in social situations.
    3
    My intensity can drive others away.
    4
    I hold grudges and have difficulty forgiving others.
    5
    I become irrational when innocent people are hurt.
    6
    I sometimes stay up all night listening to the ghosts of my fallen enemies.

    Artificer Infusions


    Hit Points

    Hit Dice: d4 per Artificer Infusions level
    Hit Points at first Level:
    Hit Points at Higher Levels:

    Proficiences

    Armor:
    Weapons:
    Tools:
    Saving Throws:
    Skills:

    Overview & Creation

    Artificers have invented numerous magical infusions that rapidly create magic items. To the untrained, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each infusion tells you the type of item that can receive it. The description also tells you if the resulting magic item requires attunement.   Some infusions specify a minimum artificer level. You can’t learn such an infusion until you are at least that level.   Unless an infusion’s description says otherwise, you can’t learn the infusion more than once.


    Class Features

    Boots of the Winding Path Prerequisite: 4th-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 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 12th 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 12th 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.   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.   Many-Handed Pouch Prerequisite: 4th-level artificer Item: 2-5 pouches The infused pouches all share one interdimensional space of the same capacity as a single pouch. Thus, reaching into any of the pouches allows access to the same storage space. A pouch operates as long as it is within 100 miles of another one of the pouches; the pouch is otherwise empty and won’t accept any contents.   If this infusion ends, the items stored in the shared space move into one of the pouches, determined at random. The rest of the pouches become empty.   Radiant Weapon Prerequisite: 8th-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.   As a reaction immediately after being hit by a melee attack, the wielder can 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. Once used, this reaction can’t be used again until the wielder finishes a short or long rest.   Resistant Armor Prerequisite: 8th-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.       Replicate Magic Item Prerequisite: See below Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a different magic item that you can make with it, picking from the Replicable Magic Items tables below. If a table has a level in its title, you must be of at least that level in this class to choose an item from the table.   In the tables, an item’s entry tells you whether the item requires attunement. See the item’s description in the Dungeon Master’s Guide for more information about it, including the type of object required for its making.   Replicable Magic Items

    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
      Replicable Magic Items (12th Level Artificer)
    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
    Ring of water walking No
    Slippers of spider climbing Yes
    Winged Boots Yes
    Replicable Magic Items (16th Level Artificer)
    Magic Item Attunement
    Amulet of health 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.

    Simic Hybrid

    The Temple of the Simic uses magic to fuse different life forms together. During the Invasion, they had extended this research to humanoid subjects, magically transferring the traits of various animals into Humans, Elves, and other humanoid species. The goal of the so-called Guardian Project is to build a Simic army of superior soldiers, perfectly adapted to a variety of combat situations. These hyper-evolved specimens are called Simic Hybrids, though they sometimes call themselves guardians. The Temple of the Simic now acts as a mercenary force that give out regiments of this solders to the highest bidder during war times.
    ability score increase: Your Constitution score increases by 2, and another ability score of your choice increases by 1.
    age: Simic Hybrids are created at adulthood as either Humans, Elves, or other humanoids. But their maximum life expectancy has been reduced to only 50 years.
    alignment: Simic Hybrid's alignments vary from group to group.
    Size: Medium
    speed: Your base walking speed is 30 feet.
    Languages: You can speak, read, and write Pure Common, Simic and one other language.
    race features:
    Darkvision: 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 grey.   Animal Enhancements: Your body has been altered with animal characteristics. You choose two animal enhancement now and two at 5th level. 1st Level Enhancements:
  • Echolocation (1st level). As an action during your turn, you can make a loud clicking noise with your tongue and gain a blindsight radius of 30 feet. This effect ends once you move, use a bonus action or reaction, another creature uses their reaction while within the radius, or your turn ends. You do not gain this benefit if you are deafened, and you cannot use this action if you are incapable of speaking.
  • Manta Glide (1st level). You have ray-like fins that you use as wings to slow your fall or allow you to glide. When you fall and are not incapacitated, you can subtract up to 100 feet from your fall when calculating your fall damage and can move horizontally 2 feet for every 1 foot you fall.
  • Nimble Climber (1st level). You have a climb speed equal to your walk speed.
  • Pouncing Lunge (1st level). As a bonus action on your turn, you can jump up to 30 feet using 15 feet of your movement. You can't do so again for the next minute.
  • Superior Darkvision (1st level). Your darkvision’s effective range increases to 120 feet.
  • Underwater Adaptation (1st level). You can breathe air and water, and you gain a swim speed equal to your walking speed.
  • 5th Level Enchantments:
  • Acid Spit (5th level). As an action, you can spray acid from glands in your mouth, targeting one creature or object you can see within 30 feet of you. The target must make a Dexterity saving throw against a DC of 8 + you proficiency bonus + your Constitution modifier. The target takes 2D10 acid damage if they fail. The damage increases to 3D10 at 11th level and 4D10 at 17th level. You can use this up to your Constitution modifier's worth of times per long rest.
  • Carapace (5th level). Your skin in places is covered by a thick shell. You gain a +1 to your AC.
  • Grappling Appendages (5th level). You have two special appendages growing alongside with your arms. Choose whether they're both claws or tentacles. As an action, you can use one of them to grapple a creature. Each one is also a natural weapon, which you can use to make an unarmed strike with. If you hit, they do 1D6 + your strength modifier bludgeon damage. Immediately after hitting, you can try to grapple the target as a bonus action. These appendages are not dexterous enough to use weapons, magic weapons, and other specialized equipment.
  • Many-Legged (5th level). You have between four and eight additional, segmented legs, like those of an insect or arachnid. Regardless of how many legs you have, you have advantage on Strength and Dexterity ability checks and saving throws to resist being pushed or knocked prone. Your speed also increases by 5 feet.
  • Scorpion Sting (5th level). A long prehensile or segmented tail tipped with a stinger protrudes from the base of your spine. It is a natural weapon that you can choose to attack with whenever you would make a weapon attack. On a hit, it deals 1d6 piercing damage and the target must succeed on a Constitution saving throw against a DC of 8 + your Constitution modifier + your proficiency bonus. It takes 1d8 poison damage on a failed save. This damage increases to 1d8 piercing and 2d8 poison when you reach 11th level, and to 1d10 piercing and 3d8 poison at 17th level.
  • Racial Description

    Extensive Adaptation: A hybrid's biological enhancements can change its appearance drastically, though most hybrids retain their basic physical form. AJI are augmented with characteristics of animals, mostly aquatic, reptilian, or amphibian creatures. These include crab claws, squid tentacles, wings, or fins like those of manta rays, translucent or camouflaged skin, or shark-like maws filled with sharp teeth. Hybrids are the product of Simic magic. It's not impossible for a hybrid to leave the Temple of the Simic, but the Simic would consider the individual a deserter, causing this individual to be hunted down and killed.   Simic Hybrid Names: Soldiers of this race would all have numbers that are their names, though powerful Simic's would gain nicknames. A deserter hybrid usually bears the name given by their Human, Elf, or humanoids parents. Some hybrids assume a new name after their transformation- a name chosen personally or by those who transformed them.

    Statblocks for companions, followers and other allies.

    Statblocks for your spells.

    Level 0 Spells

    Player's Handbook p242

    Fire Bolt

    0-level (Cantrip) Evocation

    Casting Time: 1 action
    Range/Area: 120 feet
    Components: V, S
    Duration: Instantaneous
    You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
    At higher levels: This spell's damage increases by 1d10 when you reach 5th level ( 2d10 ), 11th level ( 3d10 ), and 17th level ( 4d10 )
    Available for: Artificer, Sorcer, Wizard

    SRD

    Guidance

    0-level (Cantrip) Divination

    Casting Time: 1 action
    Range/Area: touch
    Components: VS
    Duration: Concentration, up to 1 minute
    You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    Available for: Artificer, Cleric, Druid

    Level 1 Spells

    PHB: P. 230

    Cure Wounds

    1-level Evocation

    Casting Time: 1 action
    Range/Area: Touch
    Components: V, S
    Duration: Instantaneous
    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 using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
    Available for: Artificer, Bard, Cleric, Druid, Paladin, Ranger

    SRD

    Tasha's Caustic Brew

    1-level Evocation

    Casting Time: 1 action
    Range/Area: self (30 foot line)
    Components: VSM
    Materials: a bit of rotten food, or focus
    Duration: Concentration, up to 1 minute
    A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
    At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.
    Available for: Artificer, Sorcerer, Wizard

    SRD

    Sanctuary

    1-level Abjuration

    Casting Time: 1 bonus action
    Range/Area: 30 feet
    Components: VSM
    Materials: A small silver mirror, or focus
    Duration: 1 minute
    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 creature, or deals damage to another creature, this spell ends.
    Available for: Artificer, Cleric

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