| +4 | Expertise Bonus | |
| +2 | Proficiency Bonus |
| +1 | Strength | |
| +1 | Dexterity | |
| +5 | Constitution | |
| +5 | Intelligence | |
| +1 | Wisdom | |
| +0 | Charisma |
| +1 | Acrobatics | DEX | |
| +1 | Animal Handling | WIS | |
| +5 | Arcana | INT | |
| +1 | Athletics | STR | |
| +0 | Deception | CHA | |
| +3 | History | INT | |
| +3 | Insight | WIS | |
| +0 | Intimidation | CHA | |
| +5 | Investigation | INT |
| +1 | Medicine | WIS | |
| +3 | Nature | INT | |
| +3 | Perception | WIS | |
| +0 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +3 | Religion | INT | |
| +1 | Sleight of Hand | DEX | |
| +1 | Stealth | DEX | |
| +1 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type | |
|---|---|---|---|---|---|
| Warhammer | +4 | STR | 1d8+1 | Bludgeoning | |
| Range 5ft | |||||
| Revolver | +4 | DEX | 2d8+1 | Piercing | |
| Range 40/120ft | |||||
An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.
Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free – the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Alchemist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Alchemist Spells |
|---|---|
| 3rd | Purify Food and Drink, Ray of Sickness |
| 5th | Melf's Acid Arrow, Web |
| 9th | Create Food and Water, Stinking Cloud |
| 13th | Blight, Death Ward |
| 17th | Cloudkill, Raise Dead |
The first Warforged was an experiment from the brilliant Dwarven Artificer Tezzerack Stormbeard. Using the corpse of a Dwarf, he was able to create a form of Resurrection bringing the Dwarves spirit back within a wooden construct. After many iterations he improved the process to give them sensation and the ability to eat and drink if they wished, even get drunk if they tried hard enough. Later models started to have intergrated plating, a step which enhanced the spirit-bonding process. This was excellent for aging Stormbeards, Dwarves with no interest in the afterlife and a love of Arcane. The biggest problem was that the process removed portions of their memories. They could still recall information, even arcane training eventually, but anything of a personal nature, their family, memories of their youth, were erased. They could form new memories, new emotions and new loves, so in the Halls of Stormhold it was seen as a second life. After the fall of Uthgard and the attrosities of Dwarven genocide and enslavement were exposed, Terrerack got to work. Using his new process he resurrected any Dwarf with no living relatives, or at least no objecting relatives. A massive operation that gave an Army for the Titansblood War. But after the end of the war, the method of creating Warforged got out, and ambitious and desperate Artificers the world over have started making new models, long after the death of Tezzerack.
Age: 0 to 48 years ago.
Size: 5’ to 6’6” tall, 200 to 450 lb.
Names: As the culture in which they were created.
Languages: Dwarven
Resistances: Poison
Living Construct: Even though you were constructed, you are a living creature. You are immune to disease. You do not need to eat or breathe, but you can ingest food and drink if you wish.
Sentry’s Rest: When you take a long rest, you must spend at least four hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal. You are immune to magical sleep.
Integrated Protection: Your body has built-in defensive layers, which can be enhanced with armour. You gain a bonus equal to half your proficiency bonus (rounded down) to your Armour Class. You can don only armour with which you have proficiency. To don armour, you must incorporate it into your body over the course of 1 hour, requiring Smith's tools or the Mending cantrip. To doff armour, you must spend 1 hour removing it. You can rest while donning or doffing armour in this way. While you live, your armour can't be removed from your body against your will.
Built for a Purpose: You gain 7 upgrade points, which you spend on Warforged Upgrades when you first create your warforged character.
The statblocks of your Weapons, armor and other important/magical equipment
Player's Handbook
Armor Common
| Type | AC | STR Req. | Stealth Dis. | Properties |
|---|---|---|---|---|
| Medium | 14 + Dexterity modifier (max. 2) | YES |
Cost: 50 gp Weight: 45 lb.
Player's Handbook
Armor Common
| Type | AC | STR Req. | Stealth Dis. | Properties |
|---|---|---|---|---|
| Shield | +2 |
Cost: 10 gp Weight: 6 lb.
Edward Wilson through Icygeek
Weapon Reload (6 cylinder), semiautomatic Uncommon
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Martial Ranged | 2d6 | Piercing | 80/400 ft | Reload (6 cylinder), semiautomatic |
Cost: $600 Weight: 3 lb.
Weapon Versatile Uncommon
The symbol of Gi (Earth) is inscribed upon this hammer. Masterwork Warhammer (+1 Attack and Damage) This hammer strikes with great force but is somewhat easier to manage. At the cost of raw damage, this hammer can be swung quite gracefully. The wielder of this hammer can choose to attack as if the hammer has the finesse property, however, the damage is reduced by a dice size.
| Type | Damage | Damage | Range | Properties |
|---|---|---|---|---|
| Martial Melee | 1d8 | Bludgeoning | Versatile |
Cost: N/A Weight: 2lb
The statblocks of your class features
An Alchemist is an expert at combining exotic reagents to produce mystical effects. Among artificers, members of this subclass are the greatest healers, as well as the ones most adept at wielding dangerous chemicals.
Tools of the Trade By the time you adopt this specialty at 3rd level, you’re deeply familiar with employing its tools. Proficiencies. You gain proficiency with alchemist’s supplies and the herbalism kit, assuming you don’t already have them. You also gain alchemist’s supplies and an herbalism kit for free – the result of tinkering you’ve done as you’ve prepared for this specialization. Crafting. If you craft a magic item in the potion category, it takes you a quarter of the normal time, and it costs you half as much of the usual gold. Alchemist Spells Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Alchemist Spells table. These spells count as artificer spells for you, but they don’t count against the number of artificer spells you prepare.
| Artificer Level | Alchemist Spells |
|---|---|
| 3rd | Purify Food and Drink, Ray of Sickness |
| 5th | Melf's Acid Arrow, Web |
| 9th | Create Food and Water, Stinking Cloud |
| 13th | Blight, Death Ward |
| 17th | Cloudkill, Raise Dead |
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Languages. You can speak, read, and write Common and one other language of your choice.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Tasha's Cauldron of Everything
0-level (Cantrip) Evocation
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.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Tasha's Cauldron of Everything
0-level (Cantrip) Enchantment
You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.
This spell's damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6).
Player's Handbook
0-level (Cantrip) Transmutation
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.
Player's Handbook
0-level (Cantrip) Evocation
A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
Player's Handbook
1-level Necromancy
This spell is classified as a Biomancy spell.
Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.
When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
1-level Transmutation
You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon, any damage dealt by it is Force damage.
Player's Handbook
1-level Divination (ritual)
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.
Basic Rules, pg. 270
1-level Transmutation (ritual)
PHB pg 272
1-level Abjuration
You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball. If the warded creature makes an attack casts a spell that affects an enemy, this spell ends.
PHB
1-level Necromancy
A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Constitution saving throw. On a failed save, it is also poisoned until the end of your next turn.
At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
| Ranged Spell Attack | 1d8 | Poison Damage |
|---|---|---|
| Saving Throw | Constitution | |
| Condition | Poisoned |
Statblocks for your Trinkets, businesses, building, castles, empires.
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