+6 | Expertise Bonus | |
+3 | Proficiency Bonus |
+0 | Strength | |
+5 | Dexterity | |
+0 | Constitution | |
+8 | Intelligence | |
+2 | Wisdom | |
+0 | Charisma |
+2 | Acrobatics | DEX | |
+2 | Animal Handling | WIS | |
+5 | Arcana | INT | |
+0 | Athletics | STR | |
+0 | Deception | CHA | |
+5 | History | INT | |
+5 | Insight | WIS | |
+0 | Intimidation | CHA | |
+11 | Investigation | INT | |
+8 | Tinker Tools | DEX | |
+5 | Thieves' Tools | DEX |
+2 | Medicine | WIS | |
+5 | Nature | INT | |
+5 | Perception | WIS | |
+0 | Performance | CHA | |
+3 | Persuasion | CHA | |
+5 | Religion | INT | |
+5 | Sleight of Hand | DEX | |
+5 | Stealth | DEX | |
+2 | Survival | WIS |
Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
---|---|---|---|---|---|
Shortbow | +5 | DEX | 1d6+2 | piercing | |
Ammunition, (Range 80/320), Two-Handed | |||||
Light Hammer | +5 | DEX | 1d4+2 | bludgeoning | |
Light, Thrown (range 20/60) | |||||
Screwdriver | +5 | DEX | 1d4+2 | piercing | |
Finesse, Light, Thrown (range 20/60) | |||||
Shortsword | +5 | DEX | 1d6+2 | piercing | |
Finesse, Light |
The statblocks of your Weapons, armor and other important/magical equipment
The statblocks of your class features
Xanathar's Guide to Everything
Level | Proficiency bonus | Sneak attack | Features |
---|---|---|---|
1 | +2 | 1d6 | Â Expertise, Sneak Attack, Thieves' Cant |
2 | +2 | 1d6 | Â Cunning Action |
3 | +2 | 2d6 | Â Roguish Archetype |
4 | +2 | 2d6 | Â Ability Score Improvement |
5 | +3 | 3d6 | Â Uncanny Dodge |
6 | +3 | 3d6 | Â Expertise |
7 | +3 | 4d6 | Â Evasion |
8 | +3 | 4d6 | Â Ability Score Improvement |
9 | +4 | 5d6 | Â Roguish Archetype feature |
10 | +4 | 5d6 | Â Ability Score Improvement |
11 | +4 | 6d6 | Â Reliable Talent |
12 | +4 | 6d6 | Â Ability Score Improvement |
13 | +5 | 7d6 | Â Roguish Archetype feature |
14 | +5 | 7d6 | Â Blindsense |
15 | +5 | 8d6 | Â Slippery Mind |
16 | +5 | 8d6 | Â Ability Score Improvement |
17 | +6 | 9d6 | Â Roguish Archetype feature |
18 | +6 | 9d6 | Â Elusive |
19 | +6 | 10d6 | Â Ability Score Improvement |
20 | +6 | 10d6 | Â Stroke of Luck |
Artificer level | Alchemist spells |
---|---|
3rd | Healing Word, Ray of Sickness |
5th | Flaming Sphere, Melf's Acid Arrow |
9th | Gaseous Form, Mass Healing Word |
13th | Blight, Death Ward |
17th | Cloudkill, Raise Dead |
d6 | Effect |
---|---|
1 | Healing. The drinker regains a number of hit points equal to 2d4 + your Intelligence Modifier |
2 | Swiftness. The drinker's walking speed increases by 10 feet for 1 hour. |
3 | Resilience. The drinker gains a +1 bonus to AC for 10 minutes. |
4 | Boldness. The drinker can roll a d4 and add the number rolled to every attack roll and saving throw they make for the next minute. |
5 | Flight. The drinker gains a flying speed of 10 feet for 10 minutes. |
6 | Transformation. The drinker's body is transformed as if by the Alter Self spell. The drinker determines the transformation caused by the spell, the effects of which last for 10 minutes. |
Artificer level | Armorer spells |
---|---|
3rd | Magic Missile, Thunderwave |
5th | Mirror Image, Shatter |
9th | Hypnotic Pattern, Lightning Bolt |
13th | Fire Shield, Greater Invisibility |
17th | Passwall, Wall of Force |
Artificer level | 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 |
Cannon | Activation |
---|---|
Flamethrower | The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried. |
Force Ballista | Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon. |
Protector | The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1). |
Artificer level | Battle Smith spells |
---|---|
3rd | Heroism, Shield |
5th | Branding Smite, Warding Bond |
9th | Aura of Vitality, Conjure Barrage |
13th | Aura of Purity, Fire Shield |
17th | Banishing Smite, Mass Cure Wounds |
TCE
Vigilant. The defender can't be surprised.
Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage. Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.
Artificer level | Architect spells |
---|---|
3rd | sanctuary, shield |
5th | cordon of arrows, spike growth |
9th | Leomund’s tiny hut, wind wall |
13th | Mordenkainen’s private sanctum, wall of fire |
17th | wall of force, wall of stone |
Level | Proficiency Bonus | Features | Infusions Known | Infused Items | Cantrips Known | 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 |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Basic Rules, pg. 259
0-level (Cantrip) Transmutation
SRD
0-level (Cantrip) Conjuration
A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can't attack, activate magical items, or carry more than 10 pounds.
Player's Handbook p239
1-level Evocation
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.
SRD
1-level Transmutation
Statblocks for your Trinkets, businesses, building, castles, empires.