Level | 1 (0/300 XP for level-up) |
Background | Sage |
Size | Small |
Species | Gnome |
Level | 1 |
Hit dice | 1/1 |
1d8+3 |
W | Pr | Weapon / Attack | AB | Abi | Dmg | Dmg Type |
---|---|---|---|---|---|---|
+1 Crossbow, Light | +4 | DEX | 1d8+4+2 | Piercing | ||
Infusion: Enhanced Weapon, Ammunition, Loading, Range, Two-Handed, Slow | ||||||
Big Ass Wrench | +1 | STR | 1d6-1 | Bludgeoning | ||
Simple, Versatile (1d8-1), Topple | ||||||
Chisel | +4 | DEX | 1d4+2 | Piercing | ||
Simple, Finesse, Light, Thrown, Nick, Range (20/60) | ||||||
Hammer | +1 | STR | 1d4-1 | Bludgeoning | ||
Simple, Light, Thrown, Nick, Range (20/60) | ||||||
Handsaw | +1 | STR | 1d6-1 | Slashing | ||
Simple, Light, Thrown, Vex, Range (20/60) | ||||||
Screwdriver | +4 | DEX | 1d4+2 | Piercing | ||
Simple, Finesse, Light, Thrown, Nick, Range (20/60) | ||||||
Wrench | +1 | STR | 1d4-1 | Bludgeoning | ||
Simple, Light, Slow | ||||||
Shocking Grasp | +5 | INT | 1d8 | Lighting | ||
On a hit, it can’t make Opportunity Attacks until the start of its next turn. | ||||||
Unarmed Strike | +1 | STR | 2-1 | |||
Grapple or Shove |
W | T | Armor | AC | D | Properties |
---|---|---|---|---|---|
Chain Shirt | +3 | ||||
Wind Shield Cuff | ++2 |
P/E | Bonus | Skill | Abi |
---|---|---|---|
+2 | Acrobatics | DEX | |
+0 | Animal Handling | WIS | |
+5 | Arcana | INT | |
-1 | Athletics | STR | |
-1 | Deception | CHA | |
+5 | History | INT | |
+0 | Insight | WIS | |
-1 | Intimidation | CHA | |
+5 | Investigation | INT | |
+0 | Medicine | WIS | |
+3 | Nature | INT | |
+0 | Perception | WIS | |
-1 | Performance | CHA | |
-1 | Persuasion | CHA | |
+3 | Religion | INT | |
+4 | Sleight of Hand | DEX | |
+2 | Stealth | DEX | |
+0 | Survival | WIS |
+4
Expertise Bonus |
+2
Proficiency Bonus |
Bag of Holding, Scale Mail, Chisel*(Dagger), Screwdriver*(Dagger), +1 Infused Crossbow Light, Handsaw*(Handaxe), Hammer*(Light Hammer), Wrench*(Club), Big Ass Wrench*(Quarterstaff), Shield, Crossbow Bolts, Backpack, Crowbar, Dad's Nevermind Ball*(Metal Ball Looking Swiss Army Knife, Tinkering Tools), Hammer, Piton, Rations (1 day), 5 Vials, Rope Hempen (50 feet), Tinderbox, Torch, Waterskin, Leatherworker's Tools, Tinker's Tools, Thieves' Tools, Smith's Tools, Prism Goggles, Prosthetic Left Arm
Armor: Light Armor, Medium Armor, Shields
Weapons: Firearms (Optional rule at DM discretion), Simple Weapons
Tools: Calligrapher's Supplies, Leatherworker's Tools, Thieves' Tools, Tinker's Tools
Languages: Common, Draconic, Gnomish
ARTIFICER
As an Artificer, you gain the following class features when you reach the specified Artificer levels. These features are listed on the Artificer Features table.
LEVEL 1: MAGICAL TINKERING
As a Magic action while holding Tinker’s Tools, you can create one item in an unoccupied space within 5 feet of yourself, choosing the item from the following list: Ball Bearings, Basket Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial
See the rules for the item in the Player’s Handbook. The item vanishes after 1 hour (check with your DM to change this to 8-24 hours).
You can use this feature a number of times equal to your Intelligence modifier (minimum of once), and you regain all expended uses when you finish a Long Rest.
LEVEL 2: REPLICATE MAGIC ITEM
You have learned arcane plans that you use to make magic items.
Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table (see the Dungeon Master’s Guide for the items’ descriptions). Bag of Holding, Cap of Water Breathing, Sending Stones, and Wand of the War Mage +1 are recommended. Whenever you gain an Artificer level, you can replace one of the plans you know with a new plan for which you qualify. You learn another plan of your choice when you reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table.
Creating an Item. When you finish a Long Rest, you can create one or two different magic items if you have Tinker’s Tools in hand. Each item is based on one of the plans you know for this feature. If a created item requires Attunement, you can attune yourself to it the instant you create it. If you decide to attune to the item later, you must do so using the normal process for Attunement. When you reach certain Artificer levels specified in the Magic Items column of the Artificer Features table, the number of magic items you can create at the end of a Long Rest increases. Each item you create must be based on a different plan you know. If you try to exceed your maximum number of magic items for this feature, the oldest item vanishes, and then the new item appears.
Duration. A magic item created by this feature functions exactly like the normal magic item, except its magic isn’t permanent. When you die, the magic item vanishes after 1d4 of days. If an item that you created with this feature is a container, such as a Bag of Holding, and it vanishes, its contents harmlessly appear in and around its space.
LEVEL 3: ARTIFICER SUBCLASS
You gain an Artificer subclass of your choice. The Alchemist, Armorer, Artillerist, and Battle Smith subclasses are detailed after this class’s description. A subclass is a specialization that grants you features at certain Artificer levels. For the rest of your career, you gain each of your subclass’s features that are of your Artificer level or lower.
LEVEL 3: RIGHT TOOL FOR THE JOB
The list of items you can create with Magical Tinkering now includes Artisan’s Tools, which are described in the Player’s Handbook.
LEVEL 4: ABILITY SCORE IMPROVEMENT
You gain the Ability Score Improvement feat or another feat of your choice for which you qualify. You gain this feature again at Artificer levels 8, 12, and 16.
LEVEL 6: MAGIC ITEM TINKER
Your Replicate Magic Item feature improves as follows:
Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest. Any spell slot you create with this feature vanishes when you finish a Long Rest.
Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 6+) table.
LEVEL 7: FLASH OF GENIUS
When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier.
You can take this Reaction a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a Long Rest.
LEVEL 10: MAGIC ITEM ADEPT
You’ve achieved a profound understanding of how to use and make magic items, granting you the following benefits:
Additional Attunement. You can attune to up to four magic items at once rather than three.
Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 10+) table.
LEVEL 11: SPELL-STORING ITEM
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 level 1, 2, or 3 Artificer spell that has a casting time of an action (you needn’t have the spell 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.
LEVEL 14: MAGIC ITEM SAVANT
Your skill with magic items deepens, granting you the following benefits:
Additional Attunement. You can attune to up to five magic items at once rather than three.
Expanded Replication. When you learn a plan for your Replicate Magic Item feature, you can now also choose from the Magic Item Plans (Artificer Level 14+) table. You can have no more than three Rare items created by Replicate Magic Item at a time.
Creature Type
You are a Humanoid.
Size
You are Small.
Speed
Your Speed is 30 ft.
Darkvision
You have Darkvision with a range of 60 ft.
Gnomish Cunning
You have Advantage on Intelligence, Wisdom, and Charisma saving throws.
Gnomish Lineage
Rock Gnome
You know the Mending and Prestidigitation cantrips.
In addition, you can spend 10 minutes casting Prestidigitation to create a Tiny clockwork device. When you create the device, you determine its function by choosing one effect from Prestidigitation; it produces that effect whenever you or another creature takes a Bonus Action to activate it with a touch. If the chosen effect has options within it, you choose one option for the device when you create it.
You can have three such devices in existence at a time, and each falls apart 8 hours after its creation or when you dismantle it with a touch as a Utilize action.
Create Tiny Clockwork Device: 1 Action
Tiny Clockwork Device: Activate: 1 Bonus Action
Tiny Clockwork Device: Dismantle: 1 Action
When casting, his spells have a white & red aura about them. Casting his spells he channels his magical energy through his tools and his connection with his tools. His favorite tool being a screwdriver he wears on a magnetic necklace he made around his neck.
Note To Self: Make or Get Iron Giant a Hat of Disguise and Gauntlets of Ogre Power.
Make Erno and/or Lucas, Gauntlets of Ogre Power.
Wishlist/Ideas:
All-Purpose Tool, BIC Silver Fountain Pen Upgraded (Hadiya's Handy Quill), Eyes of Minute Seeing, Night Owl's Half-Moon Spectacles, Animated Shield, Belt of Dwarvenkind, Serpent Scale Armor, Staff of Defense