Gadget

Player: Zuzanna
Class & Level
  • Blood Hunter (7) – Order of the Mutant
  • Artificer (2)
Race
Changeling
Background
Guild Artisan
XP
200
Hit Points
Armour Class

16

Unarmored
Initiative

+4

Speed
Conditions
Select active conditions
Defenses
Resistances:
  • None
Immunities:
  • Poison
  • Poisoned
Vulnerabilities:
  • None
  • Strength

    13 (+1)

  • Dexterity

    18 (+4)

  • Constitution

    13 (+1)

  • Intelligence

    18 (+4)

  • Wisdom

    8 (-1)

  • Charisma

    10 (+0)

Vicious Rapier
Equipped Piercing
Attack
+5
Damage
1d8+1
Range
5 ft.
Properties
Martial, Finesse
Notes
Uses STR, proficient
Unarmed Strike
bludgeoning
Attack
+5
Damage
2
Range
5 ft.
Unarmed Strike options

Whenever you use your Unarmed Strike, choose one of the following options for its effect.

Damage. You make an attack roll against the target. Your bonus to the roll equals your Strength modifier plus your Proficiency Bonus. On a hit, the target takes Bludgeoning damage equal to 1 plus your Strength modifier.

Grapple. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or it has the Grappled condition. The DC for the saving throw and any escape attempts equals 8 plus your Strength modifier and Proficiency Bonus. This grapple is possible only if the target is no more than one size larger than you and if you have a hand free to grab it.

Shove. The target must succeed on a Strength or Dexterity saving throw (it chooses which), or you either push it 5 feet away or cause it to have the Prone condition. The DC for the saving throw equals 8 plus your Strength modifier and Proficiency Bonus. This shove is possible only if the target is no more than one size larger than you.

Spellcasting
Poison Spray
Roll
1d12
Cure Wounds
Roll
1d8+4 (Artificer)
Tasha's Caustic Brew
Roll
2d4
Resources

Filled circles are spent uses. Restore a resource when you regain it.

Blood Maledict

Blood Hunter · Short rest

2 / 2 remaining
Override total

Leave blank to use the class default: 2.

Description
Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the "Blood Curses" section at the end of the class description (Added as spells in the Blood Curses spell list). You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level. Your hemocraft die starts at 1d4, then becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.
Mutagencraft

Blood Hunter · Short rest

1 / 1 remaining
Override total

Leave blank to use the class default: 1.

Description
When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities. As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects. Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.
Brand of Castigation

Blood Hunter · Short rest

1 / 1 remaining
Override total

Leave blank to use the class default: 1.

Description
At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature, you can't use it again until you finish a short or long rest.
Strange Metabolism

Blood Hunter · Long rest

1 / 1 remaining
Override total

Leave blank to use the class default: 1.

Description
When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can't do so again until you finish a long rest.
Proficiency Bonus

+4

Saving Throws
Strength +1
Dexterity +8
Constitution +1
Intelligence +8
Wisdom -1
Charisma +0
Passives
Passive Perception 9
Passive Insight 13
Passive Investigation 18
Skills
No proficiency Proficient Expertise
Acrobatics +4
Animal Handling -1
Arcana ▲ ADV +8
Athletics +1
Deception +0
History ▲ ADV +8
Insight +3
Intimidation +0
Investigation ▲ ADV +8
Medicine +3
Nature ▲ ADV +4
Perception -1
Performance +0
Persuasion +4
Religion ▲ ADV +4
Sleight of Hand +8
Stealth +12
Survival ▲ ADV +7
Other Proficiencies
Languages
  • Common
  • Elvish
  • Undercommon
Tools
  • Alchemists Supplies
  • Carpenter's Tools
  • Poisoner's Kit
  • Thieves Tools
  • Tinker's Tools
Weapons
  • Firearms
  • Martial Weapons
  • Simple Weapons
Armor
  • Light Armor
  • Medium Armor
  • Shields

At 1st level, you learn how to invest a spark of magic into mundane objects. To use this ability, you must have thieves' tools or 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 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 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. Source: Eberron: Rising from the Last War p. 55, Tasha's Cauldron of Everything p. 11

You've studied the workings of magic and how to cast spells, channeling the magic through objects. To observers, you don't appear to be casting spells in a conventional way; you appear to produce wonders from mundane items and 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 (meaning the spell has an 'M' component when you cast it). You must be proficient with the tool to use it in this way. See chapter 5, "Equipment," in the Player's Handbook for descriptions of these tools. 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. The Magic of Artifice As an artificer, you use tools when you cast your spells. When describing your spellcasting, think about how you're using a tool. For example, if you cast cure wounds using alchemist's supplies, you could be quickly producing a salve. If you cast it using tinker's tools, you might have a miniature mechanical spider that binds wounds. The effect of the spell is the same either way. Such details don't limit you in any way or provide you with any benefit beyond the spell's effects. You don't have to justify how you're using tools to cast a spell. But describing your spellcasting creatively is a fun way to distinguish yourself from other spellcasters. Cantrips (0-Level Spells) 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 Known 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. For example, if you are a 5th-level artificer, you have four 1st-level and two 2nd-level spell slots. With an Intelligence of 14, your list of prepared spells can include four spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell cure wounds, you can cast it using a 1st-level or a 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells. You can change your list of prepared spells when you finish a long rest. Preparing a new list of artificer spells requires time spent 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. Source: Eberron: Rising from the Last War p. 55, Tasha's Cauldron of Everything p. 11

At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items. Infusions Known When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. 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. Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one. Infusing an Item 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 (see "Attunement" in chapter 7 of the Dungeon Master's Guide). Your infusion remains in an item indefinitely, but when you die, the infusion vanishes after a number of days equal to your Intelligence modifier (minimum of 1 day). The infusion also vanishes if you replace your knowledge of the infusion. 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. If an infusion ends on an item that contains other things, like a bag of holding, its contents harmlessly appear in and around its space. Source: Eberron: Rising from the Last War p. 56, Tasha's Cauldron of Everything p. 12

Beginning at 1st level,you have survived the Hunter's Bane, a dangerous, long-guarded ritual that alters your life's blood, forever binding you to the darkness and honing your senses against it. You have advantage on Wisdom (Survival) checks to track fey, fiends, or undead, as well as on Intelligence ability checks to recall information about them. The Hunter's Bane also empowers your body to control and shape hemocraft magic, using your own blood and life essence to fuel your abilities. Some of your features require your target to make a saving throw to resist the feature's effects. The saving throw DC is calculated as follows: Hemocraft save DC = 8 + your proficiency bonus + your Hemocraft modifier (your choice between Intelligence or Wisdom)

Also at 1st level, you gain the ability to channel—or sometimes sacrifice—a part of your vital essence to curse and manipulate creatures through hemocraft magic. You know one blood curse of your choice, detailed in the "Blood Curses" section at the end of the class description (Added as spells in the Blood Curses spell list). You learn one additional blood curse of your choice at 6th, 10th, 14th, and 18th level. Each time you learn a new blood curse, you can also choose one of the blood curses you know and replace it with another blood curse. Each time you use your Blood Maledict feature, you choose which curse to invoke from the curses you know. While invoking a blood curse, but before it affects the target, you can choose to amplify the curse by taking necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. An amplified curse gains an additional effect, noted in the curse's description. Creatures that do not have blood are immune to blood curses unless you have amplified the curse. Once you use this feature, you must finish a short or long rest before you can use it again. You can use Blood Maledict twice between rests starting at 6th level, three times starting at 13th level, and four times starting at 17th level. Your hemocraft die starts at 1d4, then becomes 1d6 at 5th level, 1d8 at 11th level, and 1d10 at 17th level.

At 2nd level, you adopt a style of fighting as your specialty. Choose one of the following options. You can't take a fighting style more than once, even if you later get to choose again.

Also at 2nd level, you learn to invoke a rite of hemocraft that infuses your weapon strikes with elemental energy. As a bonus action, you can activate any rite you know on one weapon you're holding. The effect of the rite lasts until you finish a short or long rest. When you activate a rite, you take necrotic damage equal to one roll of your hemocraft die. This damage can't be reduced in any way. While the rite is in effect, attacks you make with this weapon are magical, and deal extra damage equal to your hemocraft die of the type determined by the chosen rite. A weapon can hold only one active rite at a time. Other creatures can't gain the benefit of your rite. You choose one rite from the crimson rites below when you first gain this feature. You learn an additional crimson rite at 7th level, and again at 14th level. Rite of the Flame. The extra damage dealt by your rite is fire damage. Rite of the Frozen. The extra damage dealt by your rite is cold damage. Rite of the Storm. The extra damage dealt by your rite is lightning damage. Rite of the Dead. The extra damage dealt by your rite is necrotic damage. (Prerequisite: 14th level) Rite of the Oracle. The extra damage dealt by your rite is psychic damage. (Prerequisite: 14th level) Rite of the Roar. The extra damage dealt by your rite is thunder damage. (Prerequisite: 14th level)

At 3rd level, you commit to an order of blood hunters whose philosophy will guide you throughout your life: the Order of the Ghostslayer, the Order of the Lycan, the Order of the Mutant, or the Order of the Profane Soul, each of which is detailed at the end of the class description. Your choice grants you features at 7th level and again at 11th, 15th, and 18th level.

The process of undertaking the Hunter's Bane ritual is a painful, scarring, and sometimes fatal experience. Those who survive are irrevocably changed—and not always for the better. Over generations of experimentation, a splinter order of blood hunters honed the way in which hemocraft alters the body, using corrupted alchemy and toxic elixirs to alter their blood even further. Over time, they have modified their capabilities in battle, becoming something beyond what they once were. Calling themselves the Order of the Mutant, these blood hunters now specialize in assessing the strengths and weaknesses of their foes, altering their biology to be best prepared for any conflict.

When you choose this archetype at 3rd level, you learn to master forbidden alchemical formulas—known as mutagens—that can temporarily alter your mental and physical abilities. As a bonus action, you consume a mutagen, whose effects and side effects last until you finish a short or long rest unless otherwise specified. While one or more mutagens are affecting you, you can use an action to focus and flush all mutagens from your system, ending their effects and side effects. Mutagens are designed for the specific biology of the character who concocted them, and your mutagens have no effect on other creatures. They are also unstable by nature, losing their potency over time and becoming inert if not used before you finish your next short or long rest.

The number of mutagens you can concoct when you finish a rest, and the number of formulas you know, increases as you gain levels in the blood hunter class, as shown on the Mutagencraft table above. Additionally, when you learn a new mutagen formula, you can replace one formula you already know with a new mutagen formula. You choose four mutagen formulas to learn from the options detailed at the end of this subclass description (Added as spells in the Mutagens spell list), and you can concoct one mutagen when you finish a short or long rest.

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. Using the optional feats rule, you can forgo taking this feature to take a feat of your choice instead.

Beginning at 5th level, you can attack twice, instead of once, whenever you take the attack action.

At 6th level, when you damage a creature with a weapon for which you have an active crimson rite, you can channel hemocraft magic to sear an arcane brand into that creature (no action required). You always know the direction to the branded creature as long as it's on the same plane as you. Further, each time the branded creature deals damage to you or a creature you can see within 5 feet of you, the branded creature takes psychic damage equal to your Hemocraft modifier (minimum of 1). Your brand lasts until you dismiss it or until you use this feature to apply a brand to another creature. Your brand can be dispelled with dispel magic, and is treated as a spell with a level equal to half your blood hunter level (maximum 9th level). Once you use this feature, you can't use it again until you finish a short or long rest.

You learn an additional Cimson Rite of your choice at 7th level. Rite of the Flame. The extra damage dealt by your rite is fire damage. Rite of the Frozen. The extra damage dealt by your rite is cold damage. Rite of the Storm. The extra damage dealt by your rite is lightning damage.

When you reach 7th level, your body begins to adapt to toxins and venoms, ignoring their corrupting effects. You gain immunity to poison damage and the poisoned condition. Additionally, you can trigger a burst of adrenaline that lets you temporarily resist the negative effects of a mutagen. As a bonus action, you can ignore the negative side effect of one mutagen affecting you for 1 minute. Once you do so, you can't do so again until you finish a long rest.

You have blindsight with a range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you. Source: Tasha's Cauldron of Everything p. 41

With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face is only a disguise. For other changelings, a new face may reveal an aspect of their soul. The first changelings in the multiverse appeared in the Feywild, and the wondrous, mutable essence of that plane lingers in changelings today—even in those changelings who have never set foot in the fey realm. Each changeling decides how to use their shape-shifting ability, channeling either the peril or the joy of the Feywild. Sometimes they adopt new forms for the sake of mischief or malice, and other times they don a new identity to right wrongs or delight the downtrodden. In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see a changeling in that form, for a typical changeling changes their shape the way others might change clothes. A casual shape—one created on the spur of the moment, with no depth or history—is called a mask. A mask can be used to express a mood or to serve a specific purpose and then might never be used again. However, many changelings develop identities that have more depth, crafting whole personas complete with histories and beliefs. A changeling adventurer might have personas for many situations, including negotiation, investigation, and combat. Personas can be shared by multiple changelings; a community might be home to three healer changelings, with whoever is on duty adopting the persona of Andrea, the gentle physician. Personas can even be passed down through a family, allowing a younger changeling to take advantage of contacts established by the persona's previous users. Source: Mordenkainen Presents: Monsters of the Multiverse p. 10

When determining your character's ability scores, increase one score by 2 and increase a different score by 1, or increase three different scores by 1. Follow this rule regardless of the method you use to determine the scores, such as rolling or point buy. The "Quick Build" section for your character's class offers suggestions on which scores to increase. You can follow those suggestions or ignore them, but you can't raise any of your scores above 20. Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

Changelings mature slightly faster than humans but share a similar lifespan—typically a century or less. While a changeling can transform to conceal their age, the effects of aging affect them similarly to humans. Source: Eberron: Rising from the Last War p. 18

The typical life span of a player character in the D&D multiverse is about a century, assuming the character doesn't meet a violent end on an adventure. Members of some races, such as dwarves and elves, can live for centuries. If typical members of a race in this book can live longer than a century, that fact is mentioned in the race's description. Source: Mordenkainen Presents: Monsters of the Multiverse p. 6

You are a Fey. Source: Mordenkainen Presents: Monsters of the Multiverse p. 10

You are Medium or Small. You choose the size when you select this race. Size modifier = 2d4 Height = 5 feet + 1 inch + your size modifier in inches Weight in pounds = 115 + (2d4 x your size modifier) Source: Eberron: Rising from the Last War p. 18, Mordenkainen Presents: Monsters of the Multiverse p. 10

Thanks to your connection to the fey realm, you gain proficiency with two of the following skills of your choice: Deception, Insight, Intimidation, Performance, or Persuasion. Source: Mordenkainen Presents: Monsters of the Multiverse p. 10

As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can't duplicate the appearance of an individual you've never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren't changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die. Source: Eberron: Rising from the Last War p. 18, Mordenkainen Presents: Monsters of the Multiverse p. 10

Your character can speak, read, and write Common and one other language that you and your DM agree is appropriate for the character. The Player's Handbook offers a list of languages to choose from. The DM is free to modify that list for a campaign. Source: Mordenkainen Presents: Monsters of the Multiverse p. 5

You are a member of an artisan's guild, skilled in a particular field and closely associated with other artisans. You are a well-established part of the mercantile world, freed by talent and wealth from the constraints of a feudal social order. You learned your skills as an apprentice to a master artisan, under the sponsorship of your guild, until you became a master in your own right. • Skill Proficiencies: Insight, Persuasion • Tool Proficiencies: One type of artisan's tools • Languages: One of your choice • Equipment: A set of artisan's tools (one of your choice), a letter of introduction from your guild, a set of traveler's clothes, and a belt pouch containing 15 gp Source: Player's Handbook p. 132

Guilds are generally found in cities large enough to support several artisans practicing the same trade. However, your guild might instead be a loose network of artisans who each work in a different village within a larger realm. Work with your DM to determine the nature of your guild. You can select your guild business from the Guild Business table or roll randomly. d20 | Guild Business 1 | Alchemists and apothecaries 2 | Armorers, locksmiths, and finesmiths 3 | Brewers, distillers, and vintners 4 | Calligraphers, scribes, and scriveners 5 | Carpenters, roofers, and plasterers 6 | Cartographers, surveyors, and chart-makers 7 | Cobblers and shoemakers 8 | Cooks and bakers 9 | Glassblowers and glaziers 10 | Jewelers and gemcutters 11 | Leatherworkers, skinners, and tanners 12 | Masons and stonecutters 13 | Painters, limners, and sign-makers 14 | Potters and tile-makers 15 | Shipwrights and sailmakers 16 | Smiths and metal-forgers 17 | Tinkers, pewterers, and casters 18 | Wagon-makers and wheelwrights 19 | Weavers and dyers 20 | Woodcarvers, coopers, and bowyers As a member of your guild, you know the skills needed to create finished items from raw materials (reflected in your proficiency with a certain kind of artisan's tools), as well as the principles of trade and good business practices. The question now is whether you abandon your trade for adventure, or take on the extra effort to weave adventuring and trade together.

As an established and respected member of a guild, you can rely on certain benefits that membership provides. Your fellow guild members will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of your profession, which can be a good place to meet potential patrons, allies, or hirelings. Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up back dues to remain in the guild's good graces.

Guild artisans are among the most ordinary people in the world — until they set down their tools and take up an adventuring career. They understand the value of hard work and the importance of community, but they're vulnerable to sins of greed and covetousness. d8 | Personality Trait 1 | I believe that anything worth doing is worth doing right. I can't help it — I'm a perfectionist. 2 | I'm a snob who looks down on those who can't appreciate fine art. 3 | I always want to know how things work and what makes people tick. 4 | I'm full of witty aphorisms and have a proverb for every occasion. 5 | I'm rude to people who lack my commitment to hard work and fair play. 6 | I like to talk at length about my profession. 7 | I don't part with my money easily and will haggle tirelessly to get the best deal possible. 8 | I'm well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven't heard of me. d6 | Ideal 1 | Community. It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. (Lawful) 2 | Generosity. My talents were given to me so that I could use them to benefit the world. (Good) 3 | Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic) 4 | Greed. I'm only in it for the money. (Evil) 5 | People. I'm committed to the people I care about, not to ideals. (Neutral) 6 | Aspiration. I work hard to be the best there is at my craft. (Any) d6 | Bond 1 | The workshop where I learned my trade is the most important place in the world to me. 2 | I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy. 3 | I owe my guild a great debt for forging me into the person I am today. 4 | I pursue wealth to secure someone's love. 5 | One day I will return to my guild and prove that I am the greatest artisan of them all. 6 | I will get revenge on the evil forces that destroyed my place of business and ruined my livelihood. d6 | Flaw 1 | I'll do anything to get my hands on something rare or priceless. 2 | I'm quick to assume that someone is trying to cheat me. 3 | No one must ever learn that I once stole money from guild coffers. 4 | I'm never satisfied with what I have — I always want more. 5 | I would kill to acquire a noble title. 6 | I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Spellcasting Ability

Intelligence

Spell Save DC

16

Spell Attack Modifier

+8

Learning & Preparation

Limits use each class's own level, not combined spell slots. Counts exclude cantrips and bonus spells. Warnings do not block changes.

Artificer Level 2
Spells known / tracked
5 / Full class list
Spells prepared
5 / 5
Cantrips known
2 / 2
Maximum spell level
1

Prepare INT modifier + half class level (rounded down), minimum 1. Change preparations after a long rest. Choose from the full class spell list; the spells saved below are your tracked repertoire, not a limit on the spells you can choose.

Override spell limits

Leave either field blank to use its automatic rule. Clear both to restore defaults. Zero is a valid override.

Spell Slots
Artificer (Level 2)
1st Level 2 / 2
Custom spell slot totals

Override the calculated slots for this character. Use this for custom class progressions; uncheck the option to return to automatic totals.

Cantrips

Artificer: Cantrip
Casting time
1 minute
Range
Touch
Components
V, S, M (two lodestones)
Duration
Instantaneous
Classes
Fighter (Eldritch Knight), Rogue (Arcane Trickster), Bard, Cleric, Druid, Sorcerer, Wizard, Artificer
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. Source: Player's Handbook p. 259

Artificer: Cantrip
Casting time
1 action
Range
10 feet
Components
V, S
Duration
Instantaneous
Classes
Fighter (Eldritch Knight), Rogue (Arcane Trickster), Druid, Sorcerer, Warlock, Wizard, Artificer
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Constitution saving throw or take 1d12 poison damage. This spell's damage increases by 1d12 when you reach 5th level (2d12), 11th level (3d12), and 17 level (4d12). Source: Player's Handbook p. 266
1st Level

Artificer: Prepared
Casting time
1 action
Range
Touch
Components
V, S
Duration
Instantaneous
Classes
Bard, Cleric, Druid, Paladin, Ranger, Warlock (Celestial), Artificer
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. Source: Player's Handbook p. 230

Artificer: Prepared
Casting time
1 bonus action
Range
Self
Components
V, S
Duration
Concentration, up to 10 minutes
Classes
Sorcerer, Warlock, Wizard, Artificer
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. Source: Player's Handbook p. 238

Artificer: Prepared
Casting time
1 reaction, which you take when you or a creature within 60 feet of you falls
Range
60 feet
Components
V, M (a white feather or the heart of a hen)
Duration
1 minute
Classes
Bard, Sorcerer, Wizard, Artificer
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. Source: Player's Handbook p. 239

Artificer: Prepared
Casting time
1 minute
Range
Touch
Components
V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration
Instantaneous
Classes
Bard, Wizard, Artificer
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. Source: Player's Handbook p. 252

Artificer: Prepared
Casting time
1 action
Range
Self (30-foot line)
Components
V, S, M (a bit of rotten food)
Duration
Concentration, up to 1 minute
Classes
Artificer, Sorcerer, Wizard
A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 2d4 for each slot level above 1st. Source: Tasha's Cauldron of Everything p. 115

Attunement

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool's rarity. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn. Source: Tasha's Cauldron of Everything p. 119

This pair of boots is made of durable cloth, with the journey rune stitched in golden thread above each heel. While you are wearing this item, your walking speed increases by 10 feet, and you have advantage on Wisdom (Survival) checks. Invoking the Runes. As a bonus action, you can invoke the boots' runes to cast the expeditious retreat spell with them. Once the runes have been invoked, they can't be invoked again until the next dawn. Source: Bigby Presents: Glory of the Giants p. 117

Proficiency: simple, light crossbow Source: Player's Handbook p. 149

You regain 2d4+2 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Source: Dungeon Master's Guide p. 187
Roll
2d4+2

Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. Source: Player's Handbook p. 144

No description.

No description.

When you roll a 20 with this magic weapon, the target takes an extra 2d6 piercing damage. Finesse: When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Proficiency: martial, rapier Source: Dungeon Master's Guide p. 209
Roll
2d6

No notes to display.