+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
-2 | Strength | |
+1 | Dexterity | |
+3 | Constitution | |
+8 | Intelligence | |
+3 | Wisdom | |
+0 | Charisma |
+1 | Acrobatics | DEX | |
+3 | Animal Handling | WIS | |
+8 | Arcana | INT | |
-2 | Athletics | STR | |
+0 | Deception | CHA | |
+8 | History | INT | |
+3 | Insight | WIS | |
+0 | Intimidation | CHA | |
+8 | Investigation | INT |
+3 | Medicine | WIS | |
+5 | Nature | INT | |
+3 | Perception | WIS | |
+0 | Performance | CHA | |
+0 | Persuasion | CHA | |
+5 | Religion | INT | |
+1 | Sleight of Hand | DEX | |
+1 | Stealth | DEX | |
+6 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Dagger | +4 | DEX | 1d4+1 | Piercing | |
Finesse, Light, Thrown | |||||
Light Hammer | +1 | STR | 1d4-2 | Bludgeoning | |
Light, Thrown | |||||
Crossbow, light | +1 | STR | 1d8-2 | Piercing | |
Ammunition, Loading, Range, Two-Handed |
The statblocks of your Weapons, armor and other important/magical equipment
DnD 5e DMG
Wondrous Item
Uncommon
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
The statblocks of your class features
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.
Item: A gem or crystal worth at least 100gp
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.
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.
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.
6th level Artificer. Item: A ring (requires attunement)
While wearing this ring, the creature can recover one expended spell slot as an action. The recovered slot can be of 3rd level or lower. Once used, the ring can’t be used again until the next dawn.
Item: A suit of armor or robes
The infused item can send a jolt to the wearer to refocus their mind. The item has 4 charges. When the wearer fails a Constitution saving throw to maintain concentration on a spell, the wearer can use its reaction to expend 1 of the item’s charges to succeed instead. The item regains 1d4 expended charges daily at dawn.
Leve | Prof. Bonus | Cleass Features | Crafting Die | Infusions Known | Infused Items | Cantrips Known | Prepared Spells | 1st | 2nd | 3rd | 4th | 5th |
---|---|---|---|---|---|---|---|---|---|---|---|---|
1 | +2 | Magical Tinkering, Magical Crafting, Spellcasting | d6 | 6 | 3 | 3 | 2 | 2 | - | - | - | - |
2 | +2 | Infusions, Tool Expertise | d6 | 6 | 3 | 3 | 3 | 2 | - | - | - | - |
3 | +2 | Subclass Feature, The Right Tool for the Job | d6 | 6 | 3 | 3 | 4 | 3 | - | - | - | - |
4 | +2 | Ability Score Improvement | d6 | 6 | 3 | 4 | 5 | 3 | - | - | - | - |
5 | +3 | Spell-storing Item | d8 | 6 | 3 | 4 | 6 | 4 | 2 | - | - | - |
6 | +3 | Subclass Feature | d8 | 8 | 4 | 4 | 6 | 4 | 2 | - | - | - |
7 | +3 | Flash of Genius | d8 | 8 | 4 | 4 | 7 | 4 | 3 | - | - | - |
8 | +3 | Ability Score Improvement | d8 | 8 | 4 | 4 | 7 | 4 | 3 | - | - | - |
9 | +4 | Magic Item Adept | d8 | 8 | 4 | 4 | 9 | 4 | 3 | 2 | - | - |
10 | +4 | Subclass Feature | d10 | 10 | 5 | 5 | 9 | 4 | 3 | 2 | - | - |
11 | +4 | Spell-Storing Item | d10 | 10 | 5 | 5 | 10 | 4 | 3 | 3 | - | - |
12 | +4 | Ability Score Improvement | d10 | 10 | 5 | 5 | 10 | 4 | 3 | 3 | - | - |
13 | +5 | Magic Item Savant | d10 | 10 | 5 | 5 | 11 | 4 | 3 | 3 | 1 | - |
14 | +5 | Subclass Feature | d10 | 12 | 6 | 5 | 11 | 4 | 3 | 3 | 1 | - |
15 | +5 | - | d12 | 12 | 6 | 5 | 12 | 4 | 3 | 3 | 2 | - |
16 | +5 | Ability Score Improvement | d12 | 12 | 6 | 5 | 12 | 4 | 3 | 3 | 2 | - |
17 | +6 | Magic Item Master | d12 | 12 | 6 | 5 | 14 | 4 | 3 | 3 | 3 | 1 |
18 | +6 | Spell-Storing Item | d12 | 14 | 7 | 5 | 14 | 4 | 3 | 3 | 3 | 1 |
19 | +6 | Ability Score Improvement | d12 | 14 | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
20 | +6 | Soul of Artifice | d12 | 14 | 7 | 5 | 15 | 4 | 3 | 3 | 3 | 2 |
Statblocks for your familiars, mounts etc.
Teleport (2/day) We're not sure how he can teleport. Or how far. But the horse can teleport.
Hooves. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4 + 3) bludgeoning damage.
Statblocks for race/species of the character.
You have inexplicable luck that seems to kick in at just the right moment. You have 3 luck points. Whenever you make an attack roll, an ability check, or a saving throw, you can spend one luck point to roll an additional d20. You can choose to spend one of your luck points after you roll the die, but before the outcome is determined. You choose which of the d20s is used for the attack roll, ability check, or saving throw. You can also spend one luck point when an attack roll is made against you. Roll a d20 and then choose whether the attack uses the attacker's roll or yours. If more than one creature spends a luck point to influence the outcome of a roll, the points cancel each other out; no additional dice are rolled. You regain your expended luck points when you finish a long rest.
After being exposed to the incredible magic of multiple leylines, you have been bestowed unexpected power. You know the spell Detect Magic and can cast it, at will and without components, a number of times equal to your proficiency per long rest.
Statblocks for companions, followers and other allies.
Tiny Homunculus, Assistant, Any
A small grey-brown gargoyle-like construct made of stone. He's been dressed in a well worn vest and scarf. A yellow sapphire fills the cavity of his head and can be seen through his eyes. He does not speak himself.
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. Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus's skill and saving throw bonuses (above) and the bonuses to hit and damage of its attack (below).
Force Strike. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d4 + 2 force damage.
Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.