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Sylweth Joss

3 Level (0/2700 XP for level-up) Guild Artisan (Blacksmith) Background Elf - High Elf Race / Species / Heritage LG Alignment
Artificer
Level 3
Hit Dice: 3/3
1d8+2 Class 1

STR
11
+0
DEX
14
+2
CON
14
+2
INT
16
+3
WIS
12
+1
CHA
8
-1
24
Hit Points
+2
Initiative (DEX)
16
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
3 / 3
Magical Tinkering
1 / 1
Comprehend Languages
1 / 1
Entangle
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+0 Strength
+2 Dexterity
+4 Constitution
+5 Intelligence
+1 Wisdom
-1 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+3 Arcana INT
+0 Athletics STR
-1 Deception CHA
+3 History INT
+3 Insight WIS
-1 Intimidation CHA
+5 Investigation INT
skills
+1 Medicine WIS
+3 Nature INT
+3 Perception WIS
-1 Performance CHA
+1 Persuasion CHA
+3 Religion INT
+4 Sleight of Hand DEX
+2 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Light Crossbow +4 DEX 1d8+2 Piercing
 Ammunition (range 80/320), loading, two-handed.
Handaxe +2 STR 1d6 Slashing
 Light, thrown (range 20/60)
Mace +2 STR 1d6 Bludgeoning
Thunder Gauntlet +5 INT 1d8+3 Thunder
 (Simple, Melee, enemies struck by it have disadvantage on attacking something other than you.
Lightning Launcher +5 INT 1d6+3 Lightning
 (Infiltrator armor, Simple, Ranged, 1/round +1d6 if hits)
Attacks

Spell Book

Rune Shaper
•Comprehend Languages: You learn the comprehend languages spell. You can cast this spell without expending a spell slot, and you must finish a long rest before you can cast it in this way again. You can also cast this spell using any spell slots you have.
•Rune Magic: You know a # of runes equal to 1/2 your proficiency bonus (rounded down) chosen from the Rune spells table. Whenever you finish a long rest, you can inscribe each rune you know onto one nonmagical weapon, armor, piece of clothing or other object you touch. You temporarily learn the 1st-level spells that corresponding to the runes you inscribed, and you know these spells until you finish a long rest, when the runes fade. While you are wearing or carrying any rune-marked object, you can cast the spells associated with those runes with any spell slots you have.
You can also invoke a rune inscribed on an object you are wearing or carrying and cast its associated spell without using a spell slot or any material components. Once you cast the spell in this way, you can't do so again until you finish a long rest. Each time you gain a level, you can replace one of the runes you know with another.
Runes known; Hill (Goodberry spell),
Goodberry: 1st-level transmutation
Casting Time: 1 action
Range: Touch
Components: V, S, M (a sprig of mistletoe)
Duration: Instantaneous
Up to ten berries appear in your hand and are infused with magic for the duration. A creature can use its action to eat one berry. Eating a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency if they have not been consumed within 24 hours of the casting of this spell.

Features & Traits
STARTING EQUIPMENT
• Handaxe
• Mace
• Light crossbow
• 20 bolts
• Scale mail +4 AC.
• Thieves' tools - small file, set of lock picks, a small mirror mounted on a metal handle, narrow-bladed scissors, pair of pliers. Proficiency with these tools lets you add proficiency bonus to any ability checks you make to disarm traps or open locks.
• Dungeoneer's pack - Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days rations, waterskin, Hemp rope (50ft.)

From Artisan background;
Equipment:
• Smith's tools
• Letter of introduction from his former master (Dwarven smith; Hemke)
• Traveler’s clothes, Belt pouch X2

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
CANTRIPS (0-LEVEL SPELLS)
You know two cantrips of your choice from the artificer spell list. 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.
Starting Cantrips: Mending, Ray of Frost, Thorn Whip.

PREPARING AND CASTING SPELLS
Regain all expended spell slots after a long rest. You prepare the list of artificer spells that are available for you to cast. Choose a number of artificer spells; INT mod. + 1/2 artificer level, rounded down (min. 1). If you prepare the 1st-level spell, you can cast it using a 1st-level / 2nd-level slot. Casting a spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells after a long rest. Preparing a new list of artificer spells requires time spent tinkering with your spellcasting focuses: at least 1 minute/spell level for each spell on your list.

Spell save DC = 8 + proficiency bonus + INT mod.
Spell attack modifier = proficiency bonus + INT mod.

l ST LEVEL
Prepared (4 + Magic Missile & Thunderwave):
Cure wounds, Faerie fire, Grease, Tasha's caustic brew.

Rune Shaper: Hill Rune selected (Goodberry spell)
Spellcasting
Languages: Common, Elven, Common Dwarven, Giant.
Armor: Light armor, medium armor, shields
Weapons: Simple weapons
Tools: Thieves’ tools, Tinker’s tools, Smith's tools

Languages & Proficiencies
MAGICAL TINKERING
Must have thieves' tools or artisan's tools in hand. You can touch a Tiny non-magical object as an action & 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 & 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 = INT mod. (min. 1). If you would exceed your maximum, the oldest property immediately ends, and then the new property applies.
TOOLS REQUIRED
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. 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.

Notes
Artificer Infusions (4 Known, 2/Day)
• Enhanced Weapon - This magic weapon grants a +1 bonus to attack & damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.
Replicate Magic Item (3)
• Bag of Holding - This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
• Rope of Climbing - 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.
• Wand of Secrets - The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains ld3 expended charges daily at dawn.

Infusing an Item
If you gain a level in Artificer, you can replace one infusion known with another. When you finish a long rest, you can touch a nonmagical object and imbue it with an infusion, turning it into a magic item. If the item(s) require 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.

Your infusion remains in an item indefinitely, when you die, the infusion vanishes after a number of days have passed equal to your INT mod. (min. of 1/day). The infusion also vanishes if you give up your knowledge of the infusion for another one. You can infuse multiple objects at the end of a long rest. You must touch each of the objects, and each infusion can be on only one object at a time. No object can bear more than one of your infusions at a time. If you would exceed your max. infusions, the oldest infusion immediately ends.

Infusions
Cantrips: Mending, Ray of Frost, Shocking Grasp.
1st Level (Prepared) -
Combat: Cure wounds, Faerie fire, Grease, Tasha's caustic brew.
Town: Cure Wounds, Detect Magic, Feather Fall, Repair.

Power Armour (3rd level)
As an action, you can turn a suit of armor you are wearing into power armor, provided you have smith's tools in hand.
• While wearing the power armor: Power armor lacks any strength requirement.
You can use the power armor as a spellcasting focus for artificer spells.
The power armor attaches to you & can't be removed against your will. It also expands to cover your entire body, and replaces any missing limbs, functioning identically to a body part it is replacing.
• The armor continues to be power armor until you doff it, don another suit of armor, or die.

• Armor Model (3rd Level)
You can customize your power armor. Choosing an armor model: 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 use your Intelligence modifier, instead of STR/DEX, for attack & damage rolls.
• Can change the model whenever you finish a rest with smith's tools.

Guardian
• Thunder Gauntlets - Your Gauntlets each count as a simple melee weapon, & deal 1d8 thunder damage on a hit. A creature hit by a gauntlet has disadvantage on attacks against targets other than you until your next turn, as the armor magically emits a distracting pulse when the creature attacks someone else.
• Defensive Field - You gain a bonus action that you can use on each of your turns to gain temporary HP equal to your Artificer level, replacing any temp HP you have. You lose this temp. HP if you doff the armor.

Infiltrator
• Lightning Launcher - A gemlike node appears on one of your gaunlets or chest. It counts as a simple ranged weapon, with a normal range of 90 feet & a long range of 300 feet, and deals 1d6 lightning damage. 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 - Speed increases by 5 feet.
• Second Skin - The armor's weight is negligible, and it becomes formfitting & wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.

Character Development


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.08, made by Tillerz - Updated: 2025-06-11
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The statblocks of your Weapons, armor and other important/magical equipment

The statblocks of your class features

Artificer Armorer


Hit Points

Hit Dice: d8 per Artificer Armorer level
Hit Points at first Level: 8 + Constitution Modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per Artificer level after 1st

Proficiences

Armor: All light, medium, shields
Weapons: All simple
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, and Sleight of Hand

Overview & Creation

Level Prof. Bonus Features Infusions Infused Items Cantrips 1st 2nd 3rd 4th 5th
1st +2 Magical Tinkering, Spellcasting 2 2
2nd +2 Infuse Item 4 2 2 2
3rd +2 Artificer Specialist, The Right Tool for the Job 4 2 2 3
4th +2 Ability Score Improvement 4 2 2 3
5th +3 Artificer Specialist feature 4 2 2 4 2
6th +3 Tool Expertise 6 3 2 4 2
7th +3 Flash of Genius 6 3 2 4 3
8th +3 Ability Score Improvement 6 3 2 4 3
9th +4 Artificer Specialist feature 6 3 2 4 3 2
10th +4 Magic Item Adept 8 4 3 4 3 2
11th +4 Spell Storing Item 8 4 3 4 3 3
12th +4 Ability Score Improvement 8 4 3 4 3 3
13th +5 8 4 3 4 3 3 1
14th +5 Magic Item Savant 10 5 4 4 3 3 1
15th +5 Artificer Specialist feature 10 5 4 4 3 3 2
16th +5 Ability Score Improvement 10 5 4 4 3 3 2
17th +6 10 5 4 4 3 3 3 1
18th +6 Magic Item Master 12 6 4 4 3 3 3 1
19th +6 Ability Score Improvement 12 6 4 4 3 3 3 2
20th +6 Soul of Artifice 12 6 4 4 3 3 3 2

 


Class Features

Magical Tinkering

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have 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 the feature, though a single object can only bear one property at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.  

Infuse Item

At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively prototypes of permanent items.  

Infusions Known

When you gain this feature, you learn four artificer infusions of your choice. 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.  

Infusing an Item

Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. 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.   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.  

Artificer Specialist

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 3rd level and again at 5th, 9th, and 15th level.  
  • Alchemist
  • Artillerist
  • Battle Smith
 

The Right Tool for the Job

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.  

Ability Score Improvement

When you reach 4th level, and again at 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can't increase an ability score above 20 using this feature.  

Tool Expertise

Starting at 6th level, your proficiency bonus is doubled for any ability check you make that uses your proficiency with a tool.  

Flash of Genius

Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.   You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.  

Magic Item Adept

When you reach 10th level, you achieve a profound understanding of how to use and make magic items:  
  • You can attune to up to four magic items at once.
  • If you craft a magic item with a rarity of common or uncommon, it takes you a quarter of the normal time, and it costs you half as much of the usual gold.
 

Spell-Storing Item

At 11th level, you learn how to store a spell in an object. Whenever you finish a long rest, you can touch one simple or martial weapon or an item that you can use as a spellcasting focus, and store a spell in it, choosing one 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.  

Magic Item Savant

At 14th level, your skill with magic items deepens more:
  • You can attune to up to five magic items at once.
  • You ignore all class, race, spell, and level requirements on attuning to or using a magic item.
 

Magic Item Master

At 18th level, you can attune to up to six magic items at once.  

Soul of Artifice

At 20th level, you develop a mystical connection to your magic items, which you can draw on for protection:  
  • You gain a +1 bonus to all saving throws per magic item you are currently attuned to.
  • If you're reduced to 0 hit points but not killed outright, you can use your reaction to end one of your artificer infusions, causing you to drop to 1 hit point instead of 0.

 


Starting Equipment

  • any two simple weapons of your choice
  • a light crossbow and 20 bolts
  • (a) studded leather armor or (b) scale mail
  • Thieves' tools and a dungeoneer's pack
Alternatively, you can ignore the equipment from your class and background, and start with 5d4 x 10 gp.


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 through 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.   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 cantrips of your choice, as shown in the Cantrips 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.   You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent in 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.


Subclass Options

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  

Tools of the Trade

3rd-level Armorer feature 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

3rd-level Armorer feature 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.
Artificer Level Spell
3rd Magic Missile, Shield
5th Mirror Image, Shatter
9th Hypnotic Pattern, Lightning Bolt
13th Fire Shield, Invisibility
15th Passwall, Wall of Force

Power Armour

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

Armor Model

3rd-level Armorer feature You can customize your power 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 use your Intelligence modifier, instead of Strength or Dexterity, for the attack and damage rolls.   You can change your power 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 frontline of conflict. It has the following features
Thunder Gauntlets Your armored fists each count as a simple melee weapon, and each 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 You gain a bonus action that you can use on each of your turns to 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.
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.
Second Skin The armor's weight is negligible, and it becomes formfitting and wearable under clothing. If the armor normally imposes disadvantage on Dexterity (Stealth) checks, the power armor doesn't.

Extra Attack

5th-level Armorer feature You can attack twice, rather than once, whenever you take the Attack action on your turn.  

Armor Modifications

9th-level Armorer feature You learn how to use your artificer infusions to specially modify the armor enhanced by your Power Armor feature. That armor now counts as separate items for the purposes of your Infuse Items feature: armor (the chest piece), boots, bracers, and a weapon. Each of those items can bear one of your infusions. In addition, the maximum number of items you can infuse at once increases by 2, but those extra items must be part of your power armor.  

Perfected Armor

15th-level Armorer feature Your power armor gains additional benefits based on its model, as shown below.   Guardian: Tinkering with your armor's energy system leads you to discover a powerful pulling force. When a creature you can see ends its turn within 30 feet of you, you can use your reaction to force the creature to succeed on a Strength saving throw against your spell save DC or be pulled up to 30 feet toward you to an unoccupied space. If you pull the target to 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 Intelligence modifier (minimum of once). 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 light until the start of your next turn. The glimmering creature sheds dim light in a 5 foot radius, and the next attack roll against it by a creature other than you has advantage. If that attack hits, it deals an extra 1d6 lightning damage.

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 A gem 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.   In combat, the homunculus shares your initiative count, but 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 1d4 expended charges daily at dawn.  

Repeating Shot

Item: A simple or martial weapon with the ammunition property (requires attunement)   This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.   If 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.  

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. A table's title tells 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 for more information about it, including the type of object required for its making.  

2nd-Level Artificer

Item Attunement
Alchemy Jug No
Armblade Yes
Bag of Holding No
Cap of Water Breathing No
Goggles of Night No
Prosthetic Limb Yes
Rope of Climbing No
Sending Stones No
Wand of Magic Detection No
Wand of Secrets No

6th-Level Artificer

Item Attunement
Boots of Elvenkind No
Cloak of Elvenkind Yes
Cloak of the Manta Ray No
Eyes of Charming Yes
Gloves of Thievery No
Lantern of Revealing No
Pipes of Haunting No
Ring of Water Walking No
Wand Sheath Yes

10th-Level Artificer

Item Attunement
Boots of Striding and Springing Yes
Boots of the Winterlands Yes
Bracers of Archery Yes
Brooch of Shielding Yes
Cloak of Protection Yes
Eyes of the Eagle Yes
Gauntlets of Ogre Power Yes
Gloves of Missile Snaring Yes
Gloves of Swimming and Climbing Yes
Hat of Disguise Yes
Headband of Intellect Yes
Helm of Telepathy Yes
Medallion of Thoughts Yes
Periapt of Wound Closure Yes
Pipes of the Sewers Yes
Quiver of Ehlonna No
Ring of Jumping Yes
Ring of Mind Shielding Yes
Slippers of Spider Climbing Yes
Ventilating Lungs Yes
Winged Boots Yes

14th-Level Artificer

Item Attunement
Amulet of Health Yes
Arcane Propulsion Arm 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

Repulsion Shield

Prerequisite: 6th-level artificer Item: A shield (requires attunement)   A creature gains a +1 bonus to Armor Class while wielding this shield.   The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.  

Resistant Armor

Prerequisite: 6th-level artificer Item: A suit of armor (requires attunement)   While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.  

Returning Weapon

Item: A simple or martial weapon with the thrown property   This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a ranged attack.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

High Elf

ability score increase: Increase one ability score by 2 and increase a different one by 1, or increase three different ability scores by 1.
age: 200+
Size: Medium
speed: 30 ft.
Languages: You can speak, read, and write Common and one other language that you and your DM agree is appropriate for your character.
parent race: Elf
race features:
  • Size. Elves range from under 5 to over 6 feet tall and have slender builds. Your size is Medium.
  • Darkvision. Accustomed to twilit forests and the night sky, 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.
  • Keen Senses. You have proficiency in the Perception skill.
  • Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance. Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
  • Elf Weapon Training. You have proficiency with the longsword, shortsword, shortbow, and longbow.
  • Cantrip. You know one cantrip of your choice from the wizard spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for this spell (chosen at character creation).

Statblocks for companions, followers and other allies.

Statblocks for your spells.

Level 0 Spells

PHB

Mending

0-level (Cantrip) Transmutation

Casting Time 1 Minute
Range Touch
Duration Instantaneous
Components V, S, M
Materials Two lodestones

This spell repairs a single break or tear in an object you touch, such as 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.

Class(es): Artificer, Bard, Cleric, Druid, Sorcerer, Wizard, Fighter (Eldritch Knight) Rogue (Arcane Trickster)

PHB

Ray of Frost

0-level (Cantrip) Evocation

Casting Time 1 Action
Range 60ft
Duration Instantaneous
Components V, S

A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Shocking Grasp

0-level (Cantrip) Evocation

Casting Time 1 Action
Range Touch
Duration Instantaneous
Components V, S

Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
At higher levels: The spell's damage increases by 1d8 when you reach 5th level ( 2d8 ), 11th level ( 3d8 ), and 17th level ( 4d8 ).

Class(es): Artificer, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Level 1 Spells

Absorb Elements

1-level Abjuration

Casting Time 1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
Range Self
Duration 1 Round
Components S

The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Class(es): DRUID, RANGER, SORCERER, WIZARD, ARTIFICER

XGE, page 150. Also found in EEPC, page 15.

Catapult

1-level Abjuration

Casting Time 1 action
Range 60 ft.
Duration Instantaneous
Components S

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At higher levels: At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard

PHB

Comprehend Languages

1-level Divination (ritual)

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials a pinch of soot and salt

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.   This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.

Class(es): Bard, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

D&D 5e PHB Page 230

Cure Wounds

1-level Evocation

Casting Time 1 action
Range Touch
Duration Instantaneous
Components V, S

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.

Class(es): Bard, Cleric, Druid, Paladin, Ranger

PHB

Disguise Self

1-level Illusion

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S

You make yourself — including your clothing, armor, weapons, and other belongings on your person — look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.   The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.   To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Class(es): Artificer, Bard, Sorcerer, Wizard, Cleric (AmbCleric (Trickery Domain), Fighter (Eldritch Knight), Ranger (Gloom Stalker), Rogue (Arcane Trickster)

PHB

Expeditious Retreat

1-level Transmutation

Casting Time 1 Bonus Action
Range Self
Duration Concentration, Up to Ten Minutes
Components V, S

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Class(es): Artificer, Sorcerer, Warlock, Wizard, Fighter (Eldritch Knight), Paladin (Oath of Treachery), Rogue (Arcane Trickster)

PHB

Faerie Fire

1-level Evocation

Casting Time 1 Action
Range 60ft
Duration Concentration, up to 1 Minute
Components V

Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.   Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Class(es): Artificer, Bard, Druid, Cleric (Light Domain), Warlock (The Archfey)

PHB

False Life

1-level Necromancy

Casting Time 1 Action
Range Self
Duration 1 Hour
Components V, S, M
Materials A small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Class(es): Artificer, Sorcerer, Wizard, Cleric (Death Domain), Cleric (Grave Domain), Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Raven Queen), Warlock (The Undying)

PHB

Feather Fall

1-level Transmutation

Casting Time 1 reaction, which you take when you or a creature within 60 feet of you fall
Range 60ft
Duration 1 Minute
Components V, M
Materials a small feather or a piece of down

Choose up to five falling creatures within range. A falling creature's rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Class(es): Artificer, Bard, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster), Warlock (The Seeker)

PHB

Grease

1-level Conjuration

Casting Time 1 Action
Range 60ft
Duration 1 Minute
Components V, S, M
Materials A bit of pork rind or butter

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.

Class(es): Artificer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

Player's Handbook

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V,S,M (a pearl worth 10 gp and an owl feather)

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
 

Class(es): Artificer, Bard, Wizard

PHB

Jump

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Minute
Components V, S, M
Materials a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Class(es): Artificer, Druid, Ranger, Sorcerer, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Longstrider

1-level Transmutation

Casting Time 1 Action
Range Touch
Duration 1 Hour
Components V, S, M
Materials a pinch of dirt

You touch a creature. The target's speed increases by 10 feet until the spell ends.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Class(es): Artificer, Bard, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

PHB

Purify Food and Drink

1-level Transmutation

Casting Time 1 Action
Range 10ft
Duration Instantaneous
Components V, S

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer (Alchemist), Sorcerer (Divine Soul)

PHB

Sanctuary

1-level Abjuration

Casting Time 1 Bonus Action
Range 30ft
Duration 1 Minute
Components V, S, M
Materials a small silver mirror

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.

Class(es): Artificer, Cleric, Paladin (Oath of Devotion), Paladin (Oath of Redemption), Sorcerer (Divine Soul), Warlock (The Raven Queen)

PHB

Snare

1-level Abjuration

Casting Time 1 Minute
Range Touch
Duration 8 hours
Components V, S, M
Materials 25 feet of rope, which the spell consumes

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.

Class(es): Artificer, Druid, Ranger, Wizard, Fighter (Eldritch Knight), Rogue (Arcane Trickster)

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