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Level 10 Artificer Artillerist
PC

Abilities Scores & Statistics

Ability Scores

Strength ScoreDexterity ScoreConstitution ScoreIntelligence ScoreWisdom ScoreCharisma Score

12

16

12

20

8

14

+1

+3

+1

+5

-1

+2

Strength Saving Throw
Dexterity Saving Throw
Constitution Saving Throw
Intelligence Saving Throw
Wisdom Saving Throw
Charisma Saving Throw
 Proficient Proficient    
+7
+3
+7
+1
+2
+0

 

ACInitiative
Walking Speed
Swimming SpeedTemporary HPCurrent HP (Max HP)Hit Dice and SizeMax Hit DiceProficiency Bonus

15

+8

30 ft.

15 ft.

0

48 (48)

9D8

9D8

+4


Skills & Proficiencies

Skills

Proficient?

Other Bonuses?Total Modifier
SkillStatistic Used
  +3AcrobaticsDexterity
  -1Animal HandlingWisdom
Yes +9ArcanaIntelligence
  +1AthleticsStrength
  +2DeceptionCharisma
  -1
InsightWisdom
  +2IntimidationCharisma
Yes +13InvestigationIntelligence
Yes +9HistoryIntelligence
  -1
MedicineIntelligence
  +5NatureIntelligence
  +5ReligionIntelligence
Yes +3PerceptionWisdom
  +2PerformanceCharisma
  +2PersuasionCharisma
Yes +7Sleight of HandDexterity
Yes +7StealthDexterity
  -1
SurvivalWisdom
  +3Vehicles, LandWisdom/Dexterity
  +5Vehicles, SeaWisdom/Intelligence

 

Other Proficiencies

NameName
 Light ArmorMedium Armor 
ShieldsSimple Weapons
Thieves' ToolsTinker's Tools
Jeweler's ToolsWoodcarver's Tools
Cartographer's Tools

 

Languages

LanguageLanguage
 CommonDwarvish 
Draconic

Inventory & Attunement

Attunement Slots

In UseMaximum
 ?3

 

Inventory

NameAmount
Currency
PP0
GP894
EP0
SP57
CP112
Mundane Items

 

Magical Items
 
Equipped Items

Spell Refueling Ring

All-Purpose Tool +1

Studded Leather Armor

Sling

Dagger

Enhanced Wand

Features & Attacks

Features & Abilities

Ability NameAbility Description
 Spell Sniper
  • When you cast a spell that requires you to make an attack roll, the spell's range is doubled.
  • Your ranged spell attacks ignore half cover and three-quarters cover.
  • You learn one cantrip that requires an attack roll. Choose the cantrip from the bard, cleric, druid, sorcerer, warlock, or wizard spell list. Your spellcasting ability for this cantrip depends on the spell list you chose from: Charisma for bard, sorcerer, and warlock; Wisdom for cleric or druid; or Intelligence for wizard. 
Prodigy(Investigation)
  • 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
Alert
  • 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 unseen by you.
Magical Tinkering

At 1st level, you've learned 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.
Infuse Item(Known Infusions: 6 / Max Infusions: 3)At 2nd level, you've gained the ability to imbue mundane items with certain magical infusions, turning those objects into magic items.
The Right Tool for the JobAt 3rd level, you've learned how to produce exactly the tool you need: with thieves' tools or artisan's tools in hand, you can magically create one set of artisan's tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. Though the product of magic, the tools are nonmagical, and they vanish when you use this feature again.
Tool ExpertiseAt 6th level, your proficiency bonus is now doubled for any ability check you make that uses your proficiency with a tool.
Flash of Genius

At 7th level, you've gained the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.

You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

 

Attacks and Spells

Attack/Spell NameAttack Roll - Damage Roll - Damage Type - Range
 


Eldritch Cannon

At 3rd level, you've learned how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot to create one. You can have only one cannon at a time and can't create one while your cannon is present.

The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune to poison damage and psychic damage. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.

When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

Eldritch Cannon

CannonActivation
FlamethrowerThe cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren't being worn or carried.
Force BallistaMake a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
ProtectorThe cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).


Arcane Firearm

At 5th level, You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.

You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell's damage rolls equal to the number rolled.


Explosive Cannon

  • The cannon's damage rolls all increase by 1d8.
  • As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.


Spellcasting


Spellcasting

Cantrips
Level 1
Level 2
Level 3
Level 4
Level 5
Level 6
Level 7
Level 8
Level 9
Spells Known, Prepare 9
 2         
Current Spell Slots(Max Spell Slots)
-4(4)3(3)
2(2)
0(0)
0(0)
0(0)
0(0)
0(0)
0(0)

 

Spell List
CantripLevel 1Level 2Level 3Level 4Level 5Level 6Level 7Level 8Level 9









































Unos

A very famous guy who's from a very prestigeous family. Artur is out finding treasure.

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