Remove these ads. Join the Worldbuilders Guild

Roderic

2 Level (0/900 XP for level-up) Background Tiefling (Asmodeus) Race / Species / Heritage Neutral Good Alignment
Artificer
Level 2
Hit Dice: 2/2
1d8+2 Class 1

STR
10
+0
DEX
13
+1
CON
14
+2
INT
16
+3
WIS
8
-1
CHA
14
+2
17
Hit Points
+1
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
9
Passive Perception
3 / 3
magical tinkering
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+1 Dexterity
+4 Constitution
+5 Intelligence
-1 Wisdom
+2 Charisma
saving throws
+1 Acrobatics DEX
-1 Animal Handling WIS
+5 Arcana INT
+0 Athletics STR
+4 Deception CHA
+5 History INT
-1 Insight WIS
+2 Intimidation CHA
+3 Investigation INT
skills
-1 Medicine WIS
+3 Nature INT
-1 Perception WIS
+2 Performance CHA
+2 Persuasion CHA
+3 Religion INT
+1 Sleight of Hand DEX
+3 Stealth DEX
-1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
light hammer +0 STR 1d4 bludgeoning
 light thrown (range 20/60)
light crossbow +1 DEX 1d8+1 piercing
 light ranged (80/320)
quarter staff +0 STR 1d6 bludgeoning
 versatile
Attacks

Spell Book

Common clothes, belt pouch, 7gold , homemade journal with 10 sheets of paper, Edwyns homemade quill,20 crossbow bolts, light hammer scale mail, quarter staff and light crossbow,small pot of glue. Hand axe.oil,whetstone,2 mysterious vial






Dungeoneer's pack
Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 18



days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Forgery Kit
A forgery kit includes several different types of ink, a variety of parchments and papers, several quills, seals and sealing wax, gold and silver leaf, and small tools to sculpt melted wax to mimic a seal.

Thieves' tool
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Disguise kit
A disguise kit includes cosmetics, hair dye, small props, and a few pieces of clothing.




Equipment Copper: 0, Silver: , Electrum: 0, Gold: 7, Platinum: Money

thaumaturgy




Spellcasting

common, thieves tool, forgery kit ,tinkers tool, smiths tool,disguise kit




Languages & Proficiencies
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.
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.

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.

If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

Known Infusions (4)
scale mail armor with Enhanced defense.

Items infused (2)


™ & © 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

DnD 5e SRD SRD

Light Hammer

Melee Weapon Light, Thrown Common

Type Damage Damage Range Properties
Simple 1d4 Bludgeoning 20/60 ft Light, Thrown

Cost: 2 gp Weight: 2 lb


 

PHB

Quarterstaff

Weapon

Common

Versatile (1d8)

Type Damage Damage Range
Simple Melee 1d6 / 1d8 Bludgeoning

Cost: 2 sp
Weight: 4 lb

PHB

Crossbow, light

Weapon

Common

Ammunition, loading, two-handed

Type Damage Damage Range
Simple Ranged 1d8 Piercing 80/320 ft

Cost: 25 gp
Weight: 5 lb

PHB, page 144

Scale Mail

Armor Varies

This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.   The wearer has disadvantage on Stealth (Dexterity) checks.

Type AC STR Req. Stealth Dis. Properties
Medium 14 + Dex (Max 2) YES

Cost: 50 gp Weight: 45 lbs


 

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 (or 5) + Your constitution modifier
armor proficiencies: Light armor, medium armor, shields
weapon proficiencies: Simple Weapons
tools: Thieves' tools, tinker's tools, one type of artisan's tools of your choice
saving throws: Constitution, Intelligence
skills: Choose two from Arcana, History, Investigation, Medicine, Nature, Perception, Sleight of Hand
starting equipment:
You start with the following equipment, in addition to
the equipment granted by your background:
• any two simple weapons of your choice
• a light crossbow and 20 bolts
• your choice of studded leather armor or scale mail
• thieves' tools and a dungeoneer's pack
If you forgo this starting equipment, as well as the
items offered by your background, you start with 5d4 x
10 gp to buy your equipment.
spellcasting:
You have studied the workings of magic and how to channel it through objects. As a result, you have gained the ability to cast spells. To observers, you don't appear to be casting spells in a conventional way; you look as if you're producing wonders using mundane items or 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. 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.   Spell Save DC: 8 + Your intelligence modifier + Your proficiency Modifier Spell Attack Bonus: Your intelligence modifier + Your proficiency Modifier
class features:
At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have tinker's tools or other 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.
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 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 "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.  
At 3rd level, you choose the type of specialist you are: Alchemist, Artillerist, or Battle Smith, each of which is detailed at the end of the class's description. Your choice grants you features at 5th level and again at 9th and 15th level.  
Also at 3rd level, you learn how to produce exactly the tool you need: with tinker'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.  
When you reach 4th, 8th, 1 2th, 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.  
Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  
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.  
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.  
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.  
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.  
Starting at 18th level, you can attune to up to six magic items at once.  
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 outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.  
ARTIFICER INFUSIONS
Artificers have invented numerous magical infusions, extraordinary processes that rapidly create magic items. To many, artificers seem like wonderworkers, accomplishing in hours what others need weeks to complete. The description of each of the following infusions details the type of item that can receive it, along with whether 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 an infusion more than once.
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.
HOMUNCULUS SERVANT
Prerequisite: 6th-level artificer Item: A gem worth at least 100 gp or a dragonshard 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. 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 the action in its stat block or the Dash, Disengage, Help, Hide, or Search action. The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.
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 ld4 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 you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.
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 ld4 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.
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 below. A table's title tells you the level you must be in the 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. If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.
REPLICABLE ITEMS (2ND-LEVEL ARTIFI CER)
Magic Item, Alchemy jug, Armblade (detail led in chapter 5), Bag of holding, Cap of water breathing, Goggles of night, Prosthetic limb (detail led in chapter 5), Rope of climbing, Sending stones, Wand of magic detection
REPLICABLE ITEMS (6TH-LEVEL ARTIFICER)
  Boots of elvenkind, Cloak of elvenkind, Cloak of the manta, Eyes of charming, Gloves of thievery, Lantern of revealing, Pipes of haunting, Ring of water walking, Wand sheath (detail led in chapter 5)
REPLICABLE ITEMS 10th-LEVEL ARTIFICER)
Magic Item, Boots of striding and springing, Boots of the winter/ands, Bracers of archery, Brooch of shielding, Cloak of protection, Eyes of the eagle, Gauntlets of ogre power, Gloves of missile snaring, Gloves of swimming and climbing, Hat of disguise, Headband of intellect, Helm of telepathy, Medallion of thoughts, Peria pt of wound closure, Pipes of the sewers, Quiver of Ehlonna, Ring of jumping, Ring of mind shielding, Slippers of spider climbing, Ventilating lung (detai led in chapter 5), Winged boots
REPLICABLE ITEMS (14TH-LEVEL ARTIFICER)
Magic Item, Amulet of health, Arcane propulsion arm (detailed in chapter 5), Belt of hill giant strength, Boots of levitation, Boots of speed, Bracers of defense, Cloak of the bat, Dimensional shackles, Gem of seeing, Horn of blasting, Ring of free action, Ring of protection, Ring of the ram
subclass options:
ARTIFICER SPECIALISTS
Artificers pursue many disciplines. Here are specialist options you can choose from at 3rd level.   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. ALCHEMIST SPELLS
Artificer Level Spell 3rd healing word, ray of sickness 5th flaming sphere, Me/f's acid arrow 9th gaseous form, mass healing word 13th blight, death ward 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. 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. 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.
EXPERIMENTAL ELIXIR
d6 Effect
1 Healing. The drinker regains a number of hit points equal to 2d4 + you r I ntell igence modifier,
2 Swiftness. The drinker's walking speed increases by 10 feet for l hour,
3 Resilience. The drinker gains a +l 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 develop 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 immune to the poisoned condition.
• You can cast greater restoration and heal without expending a spell slot, without preparing the spell, and without material components, 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.  
ARTILLERIST
An Artillerist specializes in using magic to hurl energy, projectiles, and explosions on a battlefield. This destructive power was valued by all the armies of the Last War. Now that the war is over, some members of this specialization have sought to build a more peaceful world by using their powers to fight the resurgence of strife in Khorvaire. The gnome artificer Vi, an unlikely yet key member of House Cannith's warforged project, has been especially vocal about making things right: "It's about time we fixed things instead of blowing them all to hell."
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.
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
At 3rd level, you learn 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 of 1st level or higher. 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, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+O). 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.
ELDRITCH CANNONS
Cannon Activation
Flamethrower The can non 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 1 20 feet of it. On a h it, 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 Make a ranged spell attack, originating from the cannon, at one creature or object within 1 20 feet of it. On a h it, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. The cannon emits a burst of positive energy that grants itself and each creature of your choice with in 10 feet of it a n umber of temporary hit points equal to 1d8 + your Intelligence modifier.  
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 ld8. • 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
Starting at 1 5th 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.  
BATTLE SMITH
Armies require protection, and someone has to put things back together if defenses fail. A combination of protector and medic, a Battle Smith is an expert at defending others and repairing both material and personnel. To aid in their work, Battle Smiths are usually accompanied by a steel defender, a protective companion of their own creation. Many soldiers tell stories of nearly dying before being saved by a Battle Smith and a steel defender. Battle Smiths played a key role in House Cannith's work on battle constructs and the original warforged, and after the Last War, these artificers led efforts to aid those who were injured in the war's horrific battles.
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.
BATTLE SMITH SPELLS
Artificer Level Spell, 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 is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the steel defender stat block. 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 steel 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 one of the actions in its stat block or the Dash, Disengage, Help, Hide, or Search action. 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 your smith's tools with you. If you already have a steel defender from this feature, the first one immediately perishes. Steel 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 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.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Tiefling

Ability Score Increase
Size Medium
Speed

To be greeted with stares and whispers, to suffer violence and insult on the street, to see mistrust and fear in every eye: this is the lot of the tiefling. And to twist the knife, tieflings know that this is because a pact struck generations ago infused the essence of Asmodeus—overlord of the Nine Hells—into their bloodline. Their appearance and their nature are not their fault but the result of an ancient sin, for which they and their children and their children’s children will always be held accountable.  

INFERNAL BLOODLINE

Tieflings are derived from human bloodlines, and in the broadest possible sense, they still look human. However, their infernal heritage has left a clear imprint on their appearance. Tieflings have large horns that take any of a variety of shapes: some have curling horns like a ram, others have straight and tall horns like a gazelle’s, and some spiral upward like an antelopes’ horns. They have thick tails, four to five feet long, which lash or coil around their legs when they get upset or nervous. Their canine teeth are sharply pointed, and their eyes are solid colors—black, red, white, silver, or gold—with no visible sclera or pupil. Their skin tones cover the full range of human coloration, but also include various shades of red. Their hair, cascading down from behind their horns, is usually dark, from black or brown to dark red, blue, or purple.  

SELF-RELIANT AND SUSPICIOUS

Tieflings subsist in small minorities found mostly in human cities or towns, often in the roughest quarters of those places, where they grow up to be swindlers, thieves, or crime lords. Sometimes they live among other minority populations in enclaves where they are treated with more respect.   Lacking a homeland, tieflings know that they have to make their own way in the world and that they have to be strong to survive. They are not quick to trust anyone who claims to be a friend, but when a tiefling’s companions demonstrate that they trust him or her, the tiefling learns to extend the same trust to them. And once a tiefling gives someone loyalty, the tiefling is a firm friend or ally for life.  

TIEFLING NAMES

Tiefling names fall into three broad categories. Tieflings born into another culture typically have names reflective of that culture. Some have names derived from the Infernal language, passed down through generations, that reflect their fiendish heritage. And some younger tieflings, striving to find a place in the world, adopt a name that signifies a virtue or other concept and then try to embody that concept. For some, the chosen name is a noble quest. For others, it’s a grim destiny.   Male Infernal Names:Akmenos, Amnon, Barakas, Damakos, Ekemon, Iados, Kairon, Leucis, Melech, Mordai, Morthos, Pelaios, Skamos, Therai
Female Infernal Names:Akta, Anakis, Bryseis, Criella, Damaia, Ea, Kallista, Lerissa, Makaria, Nemeia, Orianna, Phelaia, Rieta
“Virtue” Names:Art, Carrion, Chant, Creed, Despair, Excellence, Fear, Glory, Hope, Ideal, Music, Nowhere, Open, Poetry, Quest, Random, Reverence, Sorrow, Temerity, Torment, Weary
 

TIEFLING TRAITS

Tieflings share certain racial traits as a result of their infernal descent.   Ability Score Increase.Your Intelligence score increases by 1, and your Charisma score increases by 2.
Age.Tieflings mature at the same rate as humans but live a few years longer.
Alignment.Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Size.Tieflings are about the same size and build as humans. Your size is Medium.
Speed.Your base walking speed is 30 feet.
Darkvision.Thanks to your infernal heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Hellish Resistance.You have resistance to fire damage.
Infernal Legacy.You know the thaumaturgy cantrip. Once you reach 3rd level, you can cast the hellish rebuke spell once per day as a 2nd-level spell. Once you reach 5th level, you can also cast the darkness spell once per day. Charisma is your spellcasting ability for these spells.
Languages.You can speak, read, and write Common and Infernal.
 

Subrace

TIEFLING (ASMODEUS)

  The tieflings connected to Nessus command the power of fire and darkness, guided by a keener than normal intellect, as befits those linked to Asmodeus himself. Such tieflings use the Ability Score Increase and Infernal Legacy traits in the Player’s Handbook.  

TIEFLING (BAALZEBUB)

The crumbling realm of Maladomini is ruled by Baalzebub, who excels at corrupting those whose minor sins can be transformed into acts of damntaion. Tielflings linked this this archdevil can corrupt others both physically and psychically.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Maladomini. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the ray of sickness spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the crown of madness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (DISPATER)

The great city of Dis occupies most of Hell’s second layer. It is a place where secrets are uncovered and shared with the highest bidder, making tieflings tied to Dispayer excellent spies and infiltrators.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Legacy of Dis. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the detect thoughts spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (FIERNA)

A master manipulator, Fierna grants tieflings tied to her forceful personalities.   Ability Score Increase. Your Charisma score increases by 2, and your Wisdom score increases by 1.   Legacy of Phlegethos. You know the friends cantrip. When you reach 3rd level, you can cast the charm person spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the suggestion spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (GLASYA)

Glasya, Hell's criminal mastermind, grants her tieflings magic that is useful for committing heists.   Ability Score Increase. Your Charisma score increases by 2, and your Dexterity score increases by 1.   Legacy of Malbolge. You know the minor illusion cantrip. When you reach 3rd level, you can cast the disguise self spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the invisibility spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (LEVISTUS)

Frozen Stygia is ruled by Levistus, an archdevil known for offering bargains to those who face an inescapable doom.   Ability Score Increase. Your Charisma score increases by 2, and your Constitution score increases by 1.   Legacy of Stygia. You know the ray of frost cantrip. When you reach 3rd level, you can cast the armor of Agathys spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (MAMMON)

The great miser Mammon loves coins above all else. Tieflings tied to him excel at gathering and safeguarding wealth.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Minauros. You know the mage hand cantrip. When you reach 3rd level, you can cast the Tenser's floating disk spell once with this trait and regain the ability to do so when you finish a short or long rest. When you reach 5th level, you can cast the arcane lock spell once with this trait, requiring no material component, and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (MEPHISTOPHELES)

In the frozen realm of Cania, Mephistopheles offers arcane power to those who entreat with him. Tieflings linked to him master some arcane magic.   Ability Score Increase. Your Charisma score increases by 2, and your Intelligence score increases by 1.   Legacy of Cania. You know the mage hand cantrip. When you reach 3rd level, you can cast the burning hands spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the flame blade spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.  

TIEFLING (ZARIEL)

Tieflings with a blood tie to Zariel are stronger than the typical tiefling and receive magical abilities that aid them in battle.   Ability Score Increase. Your Charisma score increases by 2, and your Strength score increases by 1.   Legacy of Avernus. You know the thaumaturgy cantrip. When you reach 3rd level, you can cast the searing smite spell as a 2nd-level spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the branding smite spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells.
 

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: V, S
Duration: Instantaneous
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
  This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Available for: Dark Knight, Druid, Enchanter, Healer, Paladin, Wizard

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: Wizard

PHB pg 282

Thaumaturgy

0-level (Cantrip) Transmutation

Casting Time 1 action
Range 30 Feet
Duration 1 minute
Components V

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

  • Your voice booms up to three times as loud as normal for 1 minute.
  • You cause flames to flicker, brighten, dim, or change color for 1 minute.
  • You cause harmless tremors in the ground for 1 minute.
  • You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • you alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1 minute effects active at a time, and you can dismiss such an effect as an action
 

Class(es): Cleric

Level 1 Spells

Grease

1-level Conjuration

Casting Time: 1 action
Range/Area: 60 feet
Components: V, S, F
Duration: 1 minute
Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
  When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.
Available for: Wizard

Sanctuary

1-level Abjuration

Casting Time: 1 bonus action
Range/Area: 30 feet
Components: V, S, F
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, or deals damage to another creature, this spell ends.
Available for: Healer

Tasha's Cauldron of Everything

Tasha's Caustic Brew

1-level Evocation

Casting Time: 1 action
Range/Area: Self (30 ft. line)
Components: Verbal, Somatic, Material
Materials: a bit of rotten food
Duration: Concentration, 1 minute
Attack/Save: DEX Save
Damage/Effect: Acid
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

Statblocks for your Trinkets, businesses, building, castles, empires.

Thieves' Tools

Tool Common

Characters proficient with thieves' tools can use them to find and disarm traps and to open locks. Normally, these tasks are impossible without appropriate tools. A set of thieves' tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Cost: 25 gp Weight: 1 lb


 

D&D 5e SRD

Forgery kit

Artisan Tool Common

This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document.

Weight: 5lb


 

Dungeoneer's Pack

Adventuring Gear Common

Includes a backpack, a crowbar, a hammer, 10 pitons, 10 torches, a tinderbox, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.

Cost: 12 GP Weight: 61 1/2 lbs


 

Disguise Kit

Tool Common

This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your proficiency bonus to any ability checks you make to create a visual disguise.

Cost: 25 gp Weight: 3 lb


 

Created by

LeafyBarley.

Statblock Type

Character Sheet (latest)

Link/Embed