HP: 99 / 99, Temp HP: 0
Hit Dice
12 / 12
(D8)
Stats | |||
---|---|---|---|
Proficiency | 4 | Armor Class | 19 |
Initiative | 9 | Speed | 30 |
Coins | |||
---|---|---|---|
Platinum (PP) | 1000 | Gold (GP) | 3252 |
Electrum (EP) | 0 | Silver (SP) | 188 |
Copper (CP) | 16 |
Profile | |||
---|---|---|---|
Alignment | Chaotic good | Deity | fuck the gods |
Gender | Female | Age | 22 |
Experience | N/A | Height | 5'7 |
Weight | 130 | Hair Color | White |
Eye Color | Grey | Skin Color | Pink |
14 + 2
Athletics | +2 |
18 + 4
Acrobatics | +8 | |
Sleight of Hand | +8 | |
Stealth | +4 |
15 + 2
20 + 5
Arcana | +9 | |
History | +9 | |
Investigation | +9 | |
Nature | +5 | |
Religion | +5 | |
Smith's Tools | +13 | |
Thieves Tools | +13 | |
Tinker's Tools | +13 |
6 -2
Animal Handling | -2 | |
Insight | -2 | |
Medicine | -2 | |
Perception | -2 | |
Survival | -2 |
16 + 3
Deception | +3 | |
Hurdy Gurdy | +9 | |
Intimidation | +3 | |
Performance | +3 | |
Persuasion | +7 |
Proficiency | Type | Description |
---|---|---|
Common | Languages | No Description |
Crossbows, hand | Weapon | No Description |
Crossbows, heavy | Weapon | No Description |
Crossbows, light | Weapon | No Description |
Draconic | Languages | No Description |
Dwarvish | Languages | No Description |
Giant | Languages | No Description |
Gnomish | Languages | No Description |
Infernal | Languages | No Description |
Light Armor | Armor | No Description |
Medium Armor | Armor | No Description |
Simple Melee Weapons | Weapon | No Description |
Simple Melee Weapons | Weapon | No Description |
Stats | |||
---|---|---|---|
Proficiency | 4 | Armor Class | 19 |
Initiative | 9 | Speed | 30 |
Coins | |||
---|---|---|---|
Platinum (PP) | 1000 | Gold (GP) | 3252 |
Electrum (EP) | 0 | Silver (SP) | 188 |
Copper (CP) | 16 |
Profile | |||
---|---|---|---|
Alignment | Chaotic good | Deity | fuck the gods |
Gender | Female | Age | 22 |
Experience | N/A | Height | 5'7 |
Weight | 130 | Hair Color | White |
Eye Color | Grey | Skin Color | Pink |
I get bored easily. When am I going to get on with my destiny?
There’s no good in pretending to be something I’m not.
A proud noble once gave me a horrible beating, and I will take my revenge on any bully I encounter.
The tyrant who rules my land will stop at nothing to see me killed.
Spell Stats | |||
---|---|---|---|
Casting Ability | Intelligence | Spell Attack Bonus | 9 |
Spell Save DC | 17 | Spells known | N/A |
Cantrips Known | N/A | Invocations Known | N/A |
Max Prepared | N/A |
Spell Slot | Uses | Resets on |
1 | 4 / 4 | Long Rest |
2 | 3 / 3 | Long Rest |
3 | 3 / 3 | Long Rest |
Proficiency | Type | Description |
---|---|---|
Common | Languages | No Description |
Crossbows, hand | Weapon | No Description |
Crossbows, heavy | Weapon | No Description |
Crossbows, light | Weapon | No Description |
Draconic | Languages | No Description |
Dwarvish | Languages | No Description |
Giant | Languages | No Description |
Gnomish | Languages | No Description |
Infernal | Languages | No Description |
Light Armor | Armor | No Description |
Medium Armor | Armor | No Description |
Simple Melee Weapons | Weapon | No Description |
Simple Melee Weapons | Weapon | No Description |
Tracked? | No |
At 6th level, you have mastered the knowledge of using magic to repair things. You learn the mending cantrip, and can cast it at will. Additionally, you learn the cure wounds spell. If you already know cure wounds you can select another spell from the Artificer list. When you cast cure wounds, it can heal constructs in addition to normally valid targets.
Tracked? | Yes |
Uses | 1/1 |
Resets On | Long Rest |
Additionally at 2nd level, you gain the ability to retrofit magical gear. During a long rest you can perform a ritual using any +1/2/3 weapon (excluding artifacts and sentient weapons) to transfer the magic into an artificer weapon (a weapon created by subclass feature or upgrade). Eg: you can turn a +1 longsword and your impact gauntlet a +1 impact gauntlet. This includes weapon-like Upgrades that make attack and damage rolls (like a Warsmith's Force Blast).
You cannot transfer any properties from a magical weapon besides a bonus to attack and damage rolls, and the original weapon is destroyed.
Additionally, you can convert a set set of armor with a magical plus to AC to a lighter armor type.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Gadgetsmith
Tracked? | No |
You touch a melee weapon, causing it to spring to life. An animated weapon can be carried or stowed, but while readied, it floats beside you. While an animated weapon is readied, you can take a special attack with it as part the Attack action, but all attacks it makes during a turn must be against the same target.
This special attack is a melee spell attack. The range of this attack is 30 feet, with that range reduced to 15 feet if the weapon has the Heavy property and increased to 60 feet if the weapon has the Light property. If this attack hits, it deals the weapon's damage dice + your Intelligence modifier.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Attack Again!
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
At 10th level, your experience in creating your own wondrous invention makes you more adept at crafting a magic item than a normal spellcaster. Creating a magic item takes you half the time it would normally take.
Additionally, you can make 1 hour of progress toward crafting a magic item, scroll, or potion during a long rest.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Choose or randomly determine your inheritance from the possibilities in the table below. Work with your Dungeon Master to come up with details: Why is your inheritance so important, and what is its full story? You might prefer for the DM to invent these details as part of the game, allowing you to learn more about your inheritance as your character does.
The Dungeon Master is free to use your inheritance as a story hook, sending you on quests to learn more about its history or true nature, or confronting you with foes who want to claim it for themselves or prevent you from learning what you seek. The DM also determines the properties of your inheritance and how they figure into the item's history and importance. For instance, the object might be a minor magic item, or one that begins with a modest ability and increases in potency with the passage of time. Or, the true nature of your inheritance might not be apparent at first and is revealed only when certain conditions are met.
When you begin your adventuring career, you can decide whether to tell your companions about your inheritance right away. Rather than attracting attention to yourself, you might want to keep your inheritance a secret until you learn more about what it means to you and what it can do for you.
d8 Object or item: 1 A document such as a map, a letter, or a journal 2-3 a trinket (see "Trinkets" in chapter 5 of the Player's Handbook) 4 an article of clothing 5 a piece of jewelry 6 an arcane book or formulary 7 a written story, song, poem, or secret 8 a tattoo or other body marking
Tracked? | Yes |
Uses | 1/1 |
Resets On | Short Rest |
Starting at 10th level, you can recharge a magic item that has charges or per rest uses, as long as those charges or uses can only be used to cast spells. To restore charges or uses, you perform a ritual that takes one minute and expends a spell slot of equal or higher level than a spell slot level of a spell cast by the item.
The number of charges or uses restored to the item is equal to the number of charges or uses required to cast that spell using the item once.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals.
Tracked? | Yes |
Uses | 1/1 |
Resets On | Long Rest |
Starting at 3rd level, during a long rest and taking effect when you complete it, you can disassemble your gadgets and create different ones. When you do this, remove any upgrade you would like, and pick a new upgrade.
You still must select upgrades that are valid for the level you gained the upgrade at (e.g. at 9th level, you can only have one upgrade that has a prerequisite of 9th level).
Additionally, if a gadget is destroyed, you can use this feature to recreate it for materials worth 20 gold pieces.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
At 11th level, your proficiency in the workings of magic has become so great you can cast detect magic and identify at will without expending a spell slot. Additionally, you have advantage on all Intelligence (Arcana) checks to understand the workings of magical traps, effects, or runes.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
Starting at 2nd level, your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
At 7th level, your familiarity with the workings of magical items means that you can ignore class based restrictions on attuning to magical items.
Tracked? | No |
• You can’t be surprised while you are conscious.
• You gain a +5 bonus to initiative.
• Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
When you take the Attack action and attack with only a glaive, halberd, quarterstaff, or spear, you can use a bonus action to make a melee attack with the opposite end of the weapon. This attack uses the same ability modifier as the primary attack. The weapon's damage die for this attack is a d4, and it deals bludgeoning damage.
While you are wielding a glaive, halberd, pike, quarterstaff, or spear, other creatures provoke an opportunity attack from you when they enter the reach you have with that weapon.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
You have a knack for learning new things. You gain the following benefits:
• You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
• Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Tracked? | Yes |
Uses | 0/0 |
Resets On | Long Rest |
You have mastered ranged weapons and can make shots that others find im possible. You gain the following benefits:
Attacking at long range doesn't impose disadvantage on your ranged weapon attack rolls.
Your ranged weapon attacks ignore half cover and three-quarters cover.
Before you make an attack with a ranged weapon that you are proficient with, you can choose to take a - 5 penalty to the attack roll. If the attack hits, you add +10 to the attack’s damage.
Tracked? | No |
Your Intelligence score increases by 1, and your Charisma score increases by 2.
Tracked? | No |
Tieflings mature at the same rate as humans but live a few years longer.
Tracked? | No |
Tieflings might not have an innate tendency toward evil, but many of them end up there. Evil or not, an independent nature inclines many tieflings toward a chaotic alignment.
Tracked? | No |
Thanks to your infernal heritage, 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.
Tracked? | No |
You have resistance to fire damage.
Tracked? | No |
ou know the Thaumaturgy cantrip. Once you reach 3rd level, you can cast the Searing Smite spell once as a 2nd-level spell. Once you reach 5th level, you can also cast the Branding Smite spell once as a 3rd-level spell. You must finish a long rest to cast these spells again with this trait. Charisma is your spellcasting ability for these spells.
Tracked? | No |
Tieflings are about the same size and build as humans. Your size is Medium.
Tracked? | No |
Your base walking speed is 30 feet.
Type | Melee | Proficiency | Martial |
Damage | 1d8 + 5 | Handedness | Two-Handed |
Damage Type | To Hit Modifier | 3 | |
Property | Weight | 0.0 (lbs) | |
Range | 5 | Quantity | 1 |
Price | 0 |
Animated Weapon: You touch a melee weapon, causing it to spring to life. An animated weapon can be carried or stowed, but while readied, it floats beside you. While an animated weapon is readied, you can take a special attack with it as part the Attack action, but all attacks it makes during a turn must be against the same target. This special attack is a melee spell attack. The range of this attack is 30 feet, with that range reduced to 15 feet if the weapon has the Heavy property and increased to 60 feet if the weapon has the Light property. If this attack hits, it deals the weapon's damage dice + your Intelligence modifier.
Type | Ranged | Proficiency | Simple |
Damage | 1d10+4 & 1d8 | Handedness | One or Two Handed |
Damage Type | Piercing, Slashing, Radient | To Hit Modifier | 0 |
Property | Range, Thrown, Versatile, Reach | Weight | 6.0 (lbs) |
Range | 60 | Quantity | 1 |
Price | 0 |
As an action, the weapon can produce chains of Light that ensnare a target creature. The Creature makes a Strength Saving throw (DC 15). On a failed save, the target is restrained for the next minute. The creature can remake this saving throw as an action on each of its turns. If they succeed, the effect ends. As a bonus action, the wilder can lift the blade and call it's name and a chained target will be pulled closer up to 30 ft.
Once this ability is used, it can not be used again until the next Dawn.
Bonus action attack with other end for 1d4.
Type | Ranged | Proficiency | Simple |
Damage | 1d6 + 4 & 1d8 | Handedness | One-Handed |
Damage Type | Bludgeoning, Radient | To Hit Modifier | 0 |
Property | Finesse, Light and Thrown | Weight | 1.0 (lbs) |
Range | 180 | Quantity | 1 |
Price | 0 |
Targets can only get cover from your attacks made with the Boomerang if they have cover from all directions. The maximum range you can bounce it to another target becomes 20 feet.
AC | 14 | Type | Medium |
Stealth | Disadvantage | Weight | 45.0 (lbs) |
Price | 50 (GP) |
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. AC: 14 + Dex modifier (max 2).
AC | 2 | Type | Shield |
Stealth | Normal | Weight | 6.0 (lbs) |
Price | 10 (GP) |
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Type | Automatic |
Components | V |
Damage | 2d6 |
Casting Time | 1 bonus action |
Damage Type | Radiant |
Material Components | |
Duration | Concentration, up to 1 minute |
Save Attr | |
Range | Self |
The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Concentration, up to 10 minutes |
Save Attr | |
Range | Self |
For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Type | Savings Throw |
Components | M |
Damage | 3D8 |
Casting Time | 1 action |
Damage Type | Fire |
Material Components | Vial of Oil |
Duration | Instantaneous |
Save Attr | Dex |
Range | 30 feet |
You create a gadget that creates a quick blast of fire.
A line of roaring flame 30 feet long and 5 feet wide emanates from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 3d8 fire damage on a failed save, or half as much damage on a successful one.
Type | Savings Throw |
Components | V, M |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Instantaneous |
Save Attr | Dex |
Range | 30 feet |
You create a high luminary discharge device. As an action, you can target a point within 30 feet. Any creature within 20 feet of the targeted point must make a Dexterity saving throw or be blinded until the end of its next turn.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Instantaneous |
Save Attr | |
Range | Touch |
You touch a weapon or worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to do this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll.
If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs.
With either use, the spell immediately ends upon rolling the extra d20.
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 1 minute |
Damage Type | |
Material Components | two lodestones |
Duration | Instantaneous |
Save Attr | |
Range | Touch |
This spell repairs a single break or tear in an object you touch, such as a 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.
Type | Automatic |
Components | V |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | PhaseWatch |
Duration | Instantaneous |
Save Attr | |
Range | 500 feet |
You teleport yourself from your current location to any other spot within range. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as "200 feet straight downward" or "upward to the northwest at a 45- degree angle, 300 feet."
You can bring along objects as long as their weight doesn't exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 4d6 force damage, and the spell fails to teleport you.
Type | Automatic |
Components | V |
Damage | 1d6 |
Casting Time | 1 bonus action |
Damage Type | Radiant |
Material Components | |
Duration | Instantaneous |
Save Attr | |
Range | Self |
The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.
At Higher LevelsWhen you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the Attack increases by 1d6 for each slot level above 1st.
Type | Melee Spell Attack |
Components | V, S |
Damage | 3d8 |
Casting Time | 1 action |
Damage Type | Lightning |
Material Components | |
Duration | Instantaneous |
Save Attr | |
Range | Touch |
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.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Type | Melee Spell Attack |
Components | V, S |
Damage | 3d8 |
Casting Time | 1 action |
Damage Type | Lightning |
Material Components | |
Duration | Instantaneous |
Save Attr | |
Range | Self (15-foot radius) |
You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if it is within 5 feet of you.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | Stopwatch Gadget |
Duration | Up to 1 minute |
Save Attr | |
Range | 30 feet |
Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Type | Automatic |
Components | V |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Up to 1 minute |
Save Attr | |
Range | 30 feet |
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute. If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | 8 hours |
Save Attr | |
Range | Touch |
You touch a weapon granting it the throwing 20/60 property. If it already has the thrown property, it's range increases by 10/30. It also gains the "returning" property. After being thrown it automatically reappears in the throwers hand.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Instantaneous |
Save Attr | |
Range | Touch |
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.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Instantaneous |
Save Attr | |
Range | Self |
You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.
If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal
Type | Automatic |
Components | V, S, M |
Damage | 5d8 |
Casting Time | 1 minute |
Damage Type | Fire |
Material Components | any nonmagical item, which is destroyed by the activation of the spell |
Duration | 8 hours |
Save Attr | |
Range | 5 feet |
You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).
When the magic trap detonates, each creature in a 20-foot-radius sphere centered on the item must make a Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one fireburst mine during a turn, they take half damage from any subsequent effects of the mines.
A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results in it detonating unless the Artificer that set it disarms it with an action.
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 1 minute |
Damage Type | |
Material Components | a pearl worth at least 100 gp and an owl feather |
Duration | Instantaneous |
Save Attr | |
Range | Touch |
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.
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | 10 minutes |
Save Attr | |
Range | Touch |
You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.
Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 Lightning damage to that creature.
Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends. At Higher LevelsThe spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.
Type | Attack Roll |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | PhaseWatch |
Duration | 1 minute |
Save Attr | |
Range | Self |
Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence an appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren't there can't perceive you or interact with you, unless they have the ability to do so.
Type | Automatic |
Components | V, S, M |
Damage | |
Casting Time | 10 minutes |
Damage Type | |
Material Components | Pocket Watch |
Duration | 1 day |
Save Attr | |
Range | Special |
You conjure a two-story tower made of stone, wood, or similar suitably sturdy materials. The tower can be round or square in shape. Each level of the tower is 10 feet tall and has an area of up to 100 square feet. Access between levels consists of a simple ladder and hatch. Each level takes one of the following forms, chosen by you when you cast the spell:
• A bedroom with a bed, chairs, chest, and magical fireplace • A study with desks, books, bookshelves, parchments, ink, and ink pens • A dining space with a table, chairs, magical fireplace, containers, and cooking utensils • A lounge with couches, armchairs, side tables and footstools • A washroom with toilets, washtubs, a magical brazier, and sauna benches • An observatory with a telescope and maps of the night sky • An unfurnished, empty room
The interior of the tower is warm and dry, regardless of conditions outside. Any equipment or furnishings conjured with the tower dissipate into smoke if removed from it. At the end of the spell’s duration, all creatures and objects within the tower that were not created by the spell appear safely outside on the ground, and all traces of the tower and its furnishings disappear.
You can cast this spell again while it is active to maintain the tower’s existence for another 24 hours. You can create a permanent tower by casting this spell in the same location and with the same configuration every day for one year.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the tower can have one additional story for each slot level beyond 3rd.
If Insane: Cast the non-euclidean version in a small space.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Concentration, up to 10 minutes |
Save Attr | |
Range | Touch |
You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When a ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice. If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends.
Type | Savings Throw |
Components | V, S, M |
Damage | 8d6 |
Casting Time | 1 action |
Damage Type | lightning |
Material Components | a bit of fur and a rod of amber, crystal, or glass |
Duration | Instantaneous |
Save Attr | Dex |
Range | Self (100-foot line) |
A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | |
Duration | Up to 1 hour |
Save Attr | |
Range | 120 feet |
You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. It lasts a number of rounds equal to your intelligence modifier and does not require concentration.
Type | Savings Throw |
Components | V, S, M |
Damage | |
Casting Time | 1 action |
Damage Type | |
Material Components | Stopwatch Gadget |
Duration | Up to 1 minute |
Save Attr | Wis |
Range | 120 feet |
You alter time around up to six creatures of your choice in a 40-foot cube within range. Each target must succeed on a Wisdom saving throw or be affected by this spell for the duration. An affected target's speed is halved, it takes a -2 penalty to AC and Dexterity saving throws, and it can't use reactions. On its turn, it can use either an action or a bonus action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn.
If the creature attempts to cast a spell with a casting time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted.
A creature affected by this spell makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.
Type | Automatic |
Components | V, S |
Damage | |
Casting Time | 1 minute |
Damage Type | |
Material Components | tiny non-magical item |
Duration | 8 hours |
Save Attr | |
Range | Touch |
You touch one Tiny, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd. At Higher LevelsWhen you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for each slot level above 3rd.
Weight | 5.0 |
Quantity | 1 |
Price | (GP) |
Weight | 7.0 |
Quantity | 1 |
Price | (GP) |
Weight | 0.0 |
Quantity | 3 |
Price |
2d6 fire/scorching ray
Weight | 0.0 |
Quantity | 1 |
Price |
I think it's napalm
Weight | 0.0 |
Quantity | 46 |
Price |
For Firespitter
Weight | 10.0 |
Quantity | 1 |
Price | (GP) |
The hurdy-gurdy is a stringed instrument that produces sound by a crank-turned, rosined wheel rubbing against the strings. The wheel functions much like a violin bow, and single notes played on the instrument sound similar to those of a violin. Melodies are played on a keyboard that presses tangents—small wedges, typically made of wood—against one or more of the strings to change their pitch. Like most other acoustic stringed instruments, it has a sound board to make the vibration of the strings audible.
Weight | 1.0 |
Quantity | 1 |
Price | (SP) |
This tin box contains a cup and simple cutlery. The box clamps together, and one side can be used as a cooking pan and the other as a plate or shallow bowl.
Weight | 0.0 |
Quantity | 1 |
Price |
Weight | 0.0 |
Quantity | 1 |
Price | (GP) |
Weight | 0.5 |
Quantity | 1 |
Price | (GP) |
A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes an action.
Weight | 0.0 |
Quantity | 1 |
Price | (GP) |
Split Wolf Potion: Rare: For one minute, whenever you move up to half your movement, you gain a +5 to your Armor class.
Weight | 0.5 |
Quantity | 1 |
Price | (GP) |
A character who drinks the magical red fluid in this vial regains 4d4 + 2 hit points. Drinking or administering a potion takes an action.
Weight | 2.0 |
Quantity | 1 |
Price | (SP) |
Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Weight | 10.0 |
Quantity | 1 |
Price | (GP) |
Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.
Weight | 8.0 |
Quantity | 1 |
Price | (GP) |
Weight | 1.0 |
Quantity | 1 |
Price | (SP) |
This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch-or anything else with abundant, exposed fuel-takes an action. Lighting any other fire takes 1 minute.
Weight | 10.0 |
Quantity | 1 |
Price | (GP) |
Weight | 1.0 |
Quantity | 1 |
Price | (CP) |
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
Weight | 5.0 |
Quantity | 1 |
Price | (SP) |
(full)
Type | Armor (scale mail) |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
Half Damage to Lightning damage.
Type | Wondrous item |
Rarity | Uncommon |
Requires Attunement | No |
Charges | |
Weight | 0.0 (lbs) |
It's cold on the inside.
Type | Wondrous item |
Rarity | Uncommon |
Requires Attunement | No |
Charges | |
Weight | 0.0 (lbs) |
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 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.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You create a ranged weapon enchanted or engineered to ricochet of its targets and return to your hand. You have proficiency in this weapon, and it has the Finesse, Thrown (30/90), and Special properties, and deals 1d8 bludgeoning, piercing or slashing damage (chosen at the time you select this upgrade). You can Arcane Retrofit this weapon.
Special: When this weapon is thrown you can target two creatures within 10 feet of each other, making a separate attack roll against each target; the damage dealt is halved for each target hit after the first.
This weapon returns to your hand after you make an attack with it using the Thrown property.
Type | Wondrous item |
Rarity | Rare |
Requires Attunement | No |
Charges | |
Weight | 0.0 (lbs) |
Extracts the magic essence of a creature into a vial.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You build a device that allows you to fly, such as deployable artificial wings. You can activate this device as a bonus action, or as a reaction to falling. Whatever form it takes, when activated it gives you a flying speed of 30 feet.
Type | Gadget |
Rarity | Common |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
As an attack or as an action, you may target a surface, object or creature within 20 feet. If the target is Small or Smaller, you can make a Strength (Athletics) grappling check to pull it to you and grapple it. Alternatively, if the target is Medium or larger, you can choose to be pulled to it, however, this does not grapple it. Attacks of opportunity generated by this movement have disadvantage.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You upgrade your shock generator with additional lightning capabilities. You can cast lightning lure at-will using it, and can overload it to cast lightning bolt without expending a spell slot. Once you overload it, you cannot use it to cast lightning bolt again until you complete a short or long rest.
Additionally, when dealing Lightning damage during your turn, you can add your Intelligence modifier to one roll of the damage dealt.
When you cast shocking grasp with your shock generator, you can add your Intelligence modifier to the damage dealt.
Additionally, you can make a DC 10 Intelligence (Medicine) to revive an unconscious companion. If you succeed this check, they regain consciousness with 1 hitpoint and a number of temporary hit points equal to your Artificer level, but they gain 1 level of exhaustion.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You create a mechanical arm, giving an extra hand. This 30 feet. Mechanical arm only functions while it is mounted on gear you are wearing, but can be operated mentally without the need for you hands. This mechanical arm can serve any function a normal hand could, such as holding things, making attacks, interacting with the environment, etc, but does not give you additional actions.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You build a tool with a suite of gizmos and widgets for optimal examination. While using this device, you gain proficiency in Intelligence (Investigation) checks. If you already have proficiency in Intelligence (Investigation) you can add twice your proficiency bonus.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You can create the blueprint for a small mechanical creature. At the end of a long rest, you can choose to create a mechanical familiar based on it, and cast find familiar without expending a spell slot. The familiar's type is Construct. This construct stays active until you deactivate it or it is destroyed. In either case, you can choose to reactivate it at the end of a long rest.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
You create a magical gadget that manipulates ethereal magic. As an action, you can cast blink or dimension door using the gadget without expending a spell slot.
Once you use this ability, you cannot use it again until you complete a long rest.
Type | Wondrous item |
Rarity | Uncommon |
Requires Attunement | No |
Charges | |
Weight | 0.0 (lbs) |
Casts sending to all connected pocket watches in the Uilea group.
Type | Gadget |
Rarity | Rare |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
Stopwatch Trinket
You create a magical stopwatch that manipulates time magic. As an action, you can cast haste or slow using the stopwatch without expending a spell slot.
Once you use this Upgrade, you cannot use it again until you complete a long rest.
Type | Weapon (any) |
Rarity | Legendary |
Requires Attunement | Yes |
Charges | |
Weight | 0.0 (lbs) |
This spear was once blessed by the God of the Sun, and bathed in the flames of the Dragon Guardian Evendar. The spear was given to the elven family of Norsalor, as both a symbol of their Family, and a weapon to defend the good people of the lands. Though the spear as lost most of it's light when the dragons fell, it still maintains hints of it's grand power.
This weapon provides +1 to attack and damage rolls. When you hit with this weapon, you also deal an additional 1d4 radiant damage. Alternatively, as an Bonus action, you may transfer these bonuses to another weapon that you are carrying as well.
As an action, the spear can produce chains of Light that ensnare a target creature. The Creature makes a Strength Saving throw (DC 13). On a failed save, the target is restrained for the next minute. The creature can remake this saving throw as an action on each of it's turns. If they succeed, the effect ends. Once this ability is used, it can not be used again until the next Dawn.
This spear acts as a spellcasting focus