+4 | Expertise Bonus | |
+2 | Proficiency Bonus |
+0 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+5 | Intelligence | |
+0 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+0 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+0 | Insight | WIS | |
+0 | Intimidation | CHA | |
+5 | Investigation | INT |
+0 | Medicine | WIS | |
+5 | Nature | INT | |
+2 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+3 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+0 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +1 | DEX | 1d4+1 | piercing | |
Finesse, Light, Thrown (range 20/60), Nick | |||||
Dagger | +1 | DEX | 1d4+1 | piercing | |
Finesse, Light, Thrown (range 20/60), Nick | |||||
Light Crossbow | +1 | DEX | 1d8+1 | piercing | |
Ammunition, Loading, (Range 80/320), Two-Handed, Slow |
Darkvision: Living mostly outdoors without exposure to traditional lighting, you have superior vision in dark or 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.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Nature's Child: The children of the Feywild have a natural gift for the outside world. You are proficient in the Nature skill.
Invisibility: Starting at 3rd level, you can cast the invisibility spell without needing a material component, choosing yourself as the target. You can cast invisibility this way three times, regaining your uses of the spell after finishing a long rest.
Wing Regrowth: If your wings are cut, removed or injured, you regrow them at the end of a long rest.
Size is Tiny (may spend an amount of hours equal to x (x being con-monx2) to become small transformation, this takes an action. Can transform to Small 4 times a day.
Equipment: A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Too
Spell save DC = 8 + your proficiency bonus + your Intelligence modifier
Spell attack modifier = your proficiency bonus + your Intelligence modifier
Common : Universal pidgin; practical but shallow. Spoken everywhere, understood by most., Elvish, and Sylvan, Mistfen Marshes - Fenish, Nexus Lands - Aurelian
Proficent in Nature
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, tinker’s tools, one type of artisan’s tools of your choice
Saving Throws: Constitution, Intelligence
Very intelligent but defensive. Brash but insecure
arsonist, mean, and small
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 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.
Rope of Climbing (use with snare??)
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.
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 |
---|
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.
When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
D&D 5e
0-level (Cantrip) Evocation
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.
Xanathar's Guide to Everything
0-level (Cantrip) Conjuration
You create a bonfire on ground that you can see within range. Until the spell ends, the bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Dexterity saving throw or take 1d8 fire damage. A creature must also make the saving throw when it enters the bonfire’s space for the first time on a turn or ends its turn there.
The spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Xanathar's Guide to Everything / Elemental Evil Player's Companion
0-level (Cantrip) Transmutation
You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
PHB
1-level Evocation
1-level Evocation
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.
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.
PHB
1-level Evocation
Xanthar's Guide to Everything
1-level Abjuration
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.
Statblocks for your Trinkets, businesses, building, castles, empires.