Character
    Location & Atmosphere
    Artificer Infusions
    Currency
    • d4
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    4
    2
    Voss
    • Artificer 5
    • Background Shipwright
    • Player Name Wilbo
    • Race Genasi (water)
    • Alignment Chaotic Good
    • Experience Points N/A
    Character
    Abilities
    Spells
    Cantrips
    Guides
    Notes
    • Create/Destroy Water (Genasi)

      • Casting Time: 1 action
      • Range: 30 feet
      • Target: See text
      • Components: V S M (A drop of water if creating water or a few grains of sand if destroying it)
      • Duration: Instantaneous
      • Classes: Cleric, Druid
      • You either create or destroy water. Create Water. You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area. Destroy Water. You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
      • At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.
    • Extra Attack

    • Assess

      Investigation check on ship for weaknesses, grants adv.

    • Assign

      Assign crewmates to positions

    • repair

    • Rally

    • Lvl.

      Cure Wounds lvl 1

      • Casting Time: 1 action
      • Range: Touch
      • Target: A creature you touch
      • Components: V S
      • Duration: Instantaneous
      • Classes: Bard, Cleric, Druid, Paladin, Ranger
      • 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.
    • Lvl. 1

      Heroism (ability) lvl 1

      A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

      At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

    • Lvl. 1

      Shield (ability) lvl 1

      Reaction - An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

    • Lvl.

      Silent Image lvl 1

      • Casting Time: 1 action
      • Range: 60 feet
      • Target: A spot within range
      • Components: V S M (A bit of fleece)
      • Duration: Up to 10 minutes
      • Classes: Bard, Sorcerer, Wizard
      • You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 15-foot cube. The image appears at a spot within range and lasts for the duration. The image is purely visual; it isn’t accompanied by sound, smell, or other sensory effects.
      • You can use your action to cause the image to move to any spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking.
      • Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image.
    • Lvl.

      Faerie Fire lvl 1

      • Casting Time: 1 action
      • Range: 60 feet
      • Target: Each object in a 20-foot cube within range
      • Components: V
      • Duration: Up to 1 minute
      • Classes: Bard, Druid
      • Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
        Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.
    • Lvl. 1

      Inflict Wounds (Shadow Touched) lvl 1

      3d10

      +1d10 slots over 1st

    • Lvl. 2

      Invisibility (shadow touched) lvl 2

    • Lvl. 2

      Heat Metal lvl 2

      2d8 + disadvantage or drop

      As a bonus action - can cause damage again (1 minute)

    • Lvl. 2

      Vortex Warp lvl 2

      Con save - move up to 90ft

    • Lvl. 2

      Branding Smite (ability) lvl 2

      +2d6 to weapon attack

    • Lvl. 2

      Warding Bond (ability) lvl 2

      +1 to AC creature within 60ft. 

      Share damage

    • Lvl.

      Detect Magic lvl 1

      • Casting Time: 1 action
      • Range: Self
      • Target: Self
      • Components: V S
      • Duration: Up to 10 minutes
      • Classes: Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard
      • 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.
    • Guidance

      • Casting Time: 1 action
      • Range: Touch
      • Target: One willing creature
      • Components: V S
      • Duration: Up to 1 minute
      • Classes: Cleric, Druid
      • You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
    • Acid Splash

      • Casting Time: 1 action
      • Range: 60 feet
      • Target: One creature within range or two creatures within range that are within 5 feet of each other
      • Components: V S
      • Duration: Instantaneous
      • Classes: Sorcerer, Wizard
      • You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
    • Firebolt

      • Casting Time: 1 action
      • Range: 120 feet
      • Target: A creature or object within range
      • Components: V S
      • Duration: Instantaneous
      • Classes: Sorcerer, Wizard
      • You hurl a mote of fire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn’t being worn or carried. This spell’s damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).
    • Shape Water

      Casting Time: 1 action
      Range: 30 feet
      Components: S
      Duration: Instantaneous or 1 hour

      You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways:

      • You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage.
      • You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour.
      • You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour.
      • You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour.

      If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.

    • Repeating Shot

      Item: A simple or martial weapon with the ammunition property (requires attunement)

      This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

      If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

    • Homonculus Servant

      Armor Class 13 (natural armor)
      Hit Points 1 + your Intelligence modifier + your artificer level (the homunculus has a number of Hit Dice [d4s] equal to your artificer level)
      Speed 20 ft., fly 30 ft.

      STR
      4 (-3)

      DEX
      15 (+2)

      CON
      12 (+1)

      INT
      10 (+0)

      WIS
      10 (+0)

      CHA
      7 (-2)

      Saving Throws Dex +2 plus PB
      Skills Perception +0 plus PB x 2, Stealth +2 plus PB
      Damage Immunities poison
      Condition Immunities exhaustion, poisoned
      Senses darkvision 60 ft., passive Perception 10 + (PB x 2)
      Languages understands the languages you speak
      Challenge -     Proficiency Bonus equals your bonus

      Evasion. If the homunculus is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. It can't use this trait if it's incapacitated.

      Actions

      Force StrikeRanged Weapon Attack: your spell attack modifier to hit, range 30 ft., one target you can see. Hit: 1d4 + PB force damage.

      Reactions

      Channel Magic. The homunculus delivers a spell you cast that has a range of touch. The homunculus must be within 120 feet of you.

    • Replicate Magic Item

      Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times; each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls.

      In the tables, an item's entry tells you whether the item requires attunement. See the item's description in the Dungeon Master's Guide for more information about it, including the type of object required for its making.

       

      2nd Lvl

      Alchemy Jug No
      Bag of Holding No
      Cap of Water Breathing No
      Goggles of Night No
      Rope of Climbing No
      Sending Stones No
      Wand of Magic Detection No
      Wand of Secrets

      If you have Xanathar's Guide to Everything, you can choose from among the common magic items in that book when you pick a magic item you can replicate with this infusion.

    • Enhanced Weapon

      This magic weapon grants a +1 bonus to attack and damage rolls made with it.

      The bonus increases to +2 when you reach 10th level in this class.

    • Steel Defender

      Medium construct
      Armor Class: 15 (natural armor)
      Hit Points: 2 + your Intelligence modifier + 5 times your artificer level (the defender has a number of Hit Dice [d8s] equal to your artificer level)
      Speed: 40 ft.
      STR DEX CON INT WIS CHA
      14 (+2) 12 (+1) 14 (+2) 4 (−3) 10 (+0) 6 (−2)
      Saving Throws: Dex +1 plus PB, Con +2 plus PB
      Skills: Athletics +2 plus PB, Perception +0 plus PB x 2
      Damage Immunities: poison
      Condition Immunities: charmed, exhaustion, poisoned
      Senses: darkvision 60 ft., passive Perception 10 + (PB x 2)
      Languages: understands the languages you speak
      Challenge: —
      Proficiency Bonus (PB): equals your bonus
      Vigilant. The defender can't be surprised.
      Actions
      Force-Empowered Rend. Melee Weapon Attack: your spell attack modifier to hit, reach 5 ft., one target you can see. Hit: 1d8 + PB force damage.
      Repair (3/Day). The magical mechanisms inside the defender restore 2d8 + PB hit points to itself or to one construct or object within 5 feet of it.
      Reactions
      Deflect Attack. The defender imposes disadvantage on the attack roll of one creature it can see that is within 5 feet of it, provided the attack roll is against a creature other than the defender.

       

      Locomotive Adaptation: Burrow Speed 20ft

      Riding Harness: Can change targeted rider to target self

      Flexible Plates: AC = 17

      Grapple: Use reaction to grapple target after attack

      Runic Engraving: Eldridtch Blast 2d10

      Extra Attack

    • Recipes

      Incendiary Rounds (x5) - Oil + Shells + Gunpowder

      Grappling Hook

      Stinking Cloud Bombs - Rotten egg/Cabbage Leaves + Gunpowder + rope + container/casing

    • Bowl of Commanding Water Elementals

      While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.

      The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

      Water Elemental

      Large Elemental, Neutral

       

      Armor Class 14 (natural armor)

      Hit Points 114 (12d10 + 48)

      Speed 30 ft., swim 90 ft.
       
      STR DEX CON INT WIS CHA
      18 (+4) 14 (+2) 18 (+4) 5 (-3) 10 (+0) 8 (-1)
       
      Damage Resistances acid; bludgeoning, piercing, and slashing from nonmagical attacks
      Damage Immunities poison
      Condition Immunities exhaustiongrappledparalyzedpetrifiedpoisonedpronerestrainedunconscious
      Senses darkvision 60 ft., passive Perception 10
      Languages Aquan
      Challenge 5 (1,800 XP)  Proficiency Bonus +3
       
      Freeze. 

      If the elemental takes cold damage, it partially freezes; its speed is reduced by 20 feet until the end of its next turn.

      Water Form. 

      The elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.

      Actions

      Multiattack. 

      The elemental makes two slam attacks.

      Slam. 

      Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) bludgeoning damage.

      Whelm (Recharge 4–6). 

      Each creature in the elemental's space must make a DC 15 Strength saving throw. On a failure, a target takes 13 (2d8 + 4) bludgeoning damage. If it is Large or smaller, it is also grappled (escape DC 14). Until this grapple ends, the target is restrained and unable to breathe unless it can breathe water. If the saving throw is successful, the target is pushed out of the elemental's space.

      The elemental can grapple one Large creature or up to two Medium or smaller creatures at one time. At the start of each of the elemental's turns, each target grappled by it takes 13 (2d8 + 4) bludgeoning damage. A creature within 5 feet of the elemental can pull a creature or object out of it by taking an action to make a DC 14 Strength check and succeeding.

      Environment: Coastal, Swamp, Underwater

    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Strength
    • Dexterity
    • Constitution
    • Wisdom
    • Intelligence
    • Charisma
    • Acrobatics (Dex)
    • Animal Handling (Wis)
    • Arcana (Int)
    • Athletics (Str)
    • Deception (Cha)
    • History (Int)
    • Insight (Wis)
    • Intimidation (Cha)
    • Investigation (Int)
    • Medicine (Wis)
    • Nature (Int)
    • Perception (Wis)
    • Performance (Cha)
    • Persuasion (Cha)
    • Religion (Int)
    • Sleight of Hand (Dex)
    • Stealth (Dex)
    • Survival (Wis)
    Armor Class
    Initiative
    Speed
    Failures
    Successes
    Equipment
    • Bolt-Action Rifle

      +7 (+1) - 1d12 Piercing (40-120 ft.)

    • Short Sword

      1d6 piercing

    • Q Staff

      1d6 bldg.

    • Grapple Pistol
    • Bowl of Commanding Water Elementals

      While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.

      The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

    • Cloak of Displacement

      While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitatedrestrained, or otherwise unable to move.

    • All Purpose Tool

      his 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.

      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.

    Inspiration
    Proficiency Bonus
    Inventory

    Smiths Tools

    Thieves Tools

    Carpenter Tools

    Tinker Tools

    Sale Male

    Duneoneering Pack

    Strange Stone

    Personality
    Outspoken, Cocky, Well Educated, Ambitious
    Ideals
    Innovation/Invention, Honing skills
    Bonds
    Magic lover
    Flaws
    Kleptomaniac, No filter
    Languages
    • Primordial, Common, Aquan
    Other Proficiencies
    • Thieves Tools
    • Carpentry Tools
    • Metal Working Tools
    • Calligraphy Tools
    • Tinkerers tools
    • Light Armor
    • Med Armor
    • Shields
    • Firearms
    • Weapons