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Kitana

4 Level (0/6500 XP for level-up) Guild artisan Background Warforged Race / Species / Heritage Alignment
Artificer
Level 4
Hit Dice: 4/4
1d8+3 Class 1

STR 13

+1

DEX 13

+1

CON 17

+3

INT 16

+3

WIS 13

+1

CHA 10

+0

45
Hit Points
+1
Initiative (DEX)
18
Armor Class (AC)
+2
Prof. Bonus
30
Speed (walk/run/fly)
13
Passive Perception
Spellcasting ...
+5 Attack mod
INT Ability
+3 Abi Mod
13 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+1 Dexterity
+5 Constitution
+5 Intelligence
+1 Wisdom
+0 Charisma
saving throws
+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
skills
+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
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Warhammer +4 STR 1d8+1 Bludgeoning
 Range 5ft
Revolver +4 DEX 2d8+1 Piercing
 Range 40/120ft
Attacks

Spell Book

Cantrips

NAME AB CAST RNG DUR DMG CMP #
Magical Tinkering.

You must have thieves’ tools, tinker’s tools, or other 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 give the magic of this feature to 3 objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies. Infuse Item (2 Maximum). 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.

Repeating Shot.

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.The weapon requires no ammunition; it magically produces one piece of ammunition each time you make a ranged attack with it, unless you manually load it. The ammunition produced by the weapon vanishes the instant after the it hits or misses a target.

Returning Weapon.

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Enhanced Defense.

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

Artificer Subclass: Alchemist


Hit Points

Hit Dice: d8 per Artificer Subclass: Alchemist level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.


Class Features

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.  

                            Alchemist Spells
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
  Alchemical Homunculous At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.   Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.   In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.   If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.   Alchemical Homunculus Tiny construct, neutral Armor Class: 13 (natural armor) Hit Points: equal to five times your level in this class + your Intelligence modifier Speed: 20 ft., fly 30 ft. STR 4 (−3) DEX 15 (+2) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 7 (−2) Skills: Perception +4, Stealth +4 Damage Immunities: acid, poison Condition Immunities: charmed, exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages you speak   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle.   Actions (Require Your Bonus Action) Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage. Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice: • Buoyancy. The target gains a flying speed of 10 feet for 10 minutes. • Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1). • Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.   Alchemical Mastery At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   In addition, you can cast Lesser Restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).   Chemical Savant By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.   In addition, you can cast Greater Restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.



Warforged upgrades:

Stormhold - Lightning lure
Psionic - Mind sliver
Integrated Weapon
Elemental modification - Fire

Warforged

Ability Score Increase
Size Medium
Speed 30ft

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.  

 

Warforged Upgrades

  Agility (2 upgrade points): Your walking speed increases by 5 feet.   Agility, Greater (+2 upgrade points): Prerequisite: Agility Upgrade Your walking speed increases by 5 feet.   Climbing Claws (2 upgrade points): You gain a climbing speed equal to your walking speed, and your unarmed attacks can deal piercing instead of bludgeoning damage.   Elemental Modification (2 upgrade points): You gain resistance to one of the following: Acid, Cold, Fire, Lightning. You can take this modification multiple times, but must select a new elemental type each time.   Excavator Claws (2 upgrade points): You gain a series of rotating gates, as well as hands designed for scooping and moving earth. You gain a burrow speed of 20ft.   Excavator Claws, Greater (+2 upgrade points): You have been altered and enhanced for digging work. Your burrow speed is now 40ft.   Excavator Sense (+3 upgrade points): You have a series of extremely sensitive listening devices added to your feet allowing you to sense the environment around you. You gain Tremorsense 10ft. Because of their sensitive nature they cannot be active all of the time, and you must spend a free action to activate/deactivate the ability (I will fuck you up if they are on all the time).   Integrated Tool (1 upgrade point): You have a specific Toolset built into your chest and arms. When making a roll using those tools, you add your proficiency bonus twice. You can take this upgrade multiple times, but must select a new Tool proficiency each time.   Integrated Weapon (1 upgrade point): You have either one or two weapons intregrated into your forearms. You can use a bonus action to retrieve or store them. You cannot be disarmed of either of these retrieved weapons while conscious, but they cannot have the heavy property or be a shield, and they cannot be dropped.   Lantern Light (2 upgrade points): You have several devices placed on your person that emit 15-foot bright light and dim light for an additional 15-foot. You can control these lights as a free action, turning them on or off, dimming them, or focusing them to a 30-foot cone.   Lantern Light, Greater (+1 upgrade point): Your Lantern Light ranges are all doubled.   Lenses of Night (1 upgrade point): You gain a 60ft darkvision.   Neutral Buoyancy (2 upgrade points): You gain a swimming speed equal to your walking speed.   Powerful Build (2 upgrade points): You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.   Psionic Training (2 upgrade points): You have learned how to channel the psionic energy in your body into one of several spell-like affects. You learn one of the following cantrips; Encode Thoughts, Mage Hand, Mind Sliver, or Message. Your spellcasting ability for these spells is your choice of Strength, Dexterity or Constitution modifier. You can take this upgrade multiple times.   Spring Heels (2 upgrade points): Double your jump distance, both vertical and horizontal.   Storage Compartment (1 upgrade point): Objects can be stored and retrieved with a bonus action, as long as they could reasonably fit within you. You have advantage on any checks made to hide the existence of these compartments, and they can't be forced open while you are conscious. You can retrieve ammunition from your storage compartments as part of your attack action with a ranged weapon.   Stormhold Training (2 upgrade points): You have learned how to channel the inherient arcane magic in your body into one of several spell-like affects. You learn one of the following cantrips; Lightning Lure, Mending, Seek Phrase, or Shocking Grasp. Your spellcasting ability for these spells is your choice of Strength, Dexterity or Constitution modifier. You can take this upgrade multiple times.   Wings of Invention (3 upgrade points): You gave a pair of lightweight leather wings that grant you a 40ft glide speed.   Wings of Invention, Greater (+3 upgrade points): You gain a Flying speed equal to your proficiency x 10ft.


Features & Traits
Warhammer
Revolver
Scale mail
Shield
Poisoner's kit
Tinker's tools
Alchemists supplies

Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 100, Platinum: 0 Money
Common
Orc
Gnomish

Languages & Proficiencies


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.10, made by Tillerz - Updated: 2026-05-13
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

The statblocks of your Weapons, armor and other important/magical equipment

Player's Handbook

Scale mail

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

Shield

Armor Common

Type AC STR Req. Stealth Dis. Properties
Shield +2

Cost: 10 gp Weight: 6 lb.


 

Edward Wilson through Icygeek

Revolver (Generic)

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.


 

Earthen Warhammer

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

Artificer Subclass: Alchemist


Hit Points

Hit Dice: d8 per Artificer Subclass: Alchemist level
Hit Points at first Level:
Hit Points at Higher Levels:

Proficiences

Armor:
Weapons:
Tools:
Saving Throws:
Skills:

Overview & Creation

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.


Class Features

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.  

                            Alchemist Spells
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
  Alchemical Homunculous At 3rd level, you learn ancient methods for magically creating a special homunculus that is formed by alchemical substances.   Whenever you finish a long rest and your alchemist’s supplies are with you, you can form this homunculus in an unoccupied space within 5 feet of you. If you already have a homunculus from this feature, the first one immediately dies.   The homunculus is friendly to you and your companions, and it obeys your commands. See this creature’s game statistics in the Alchemical Homunculus stat block. You determine the homunculus’s appearance, which includes wings and bits of alchemical equipment. Some alchemists prefer mechanical-looking birds, whereas others like winged vials or miniature cauldrons.   In combat, the homunculus shares your initiative count, but it takes its turn immediately after yours. The only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take one of the actions in its stat block or to take the Dash, Disengage, or Help action.   If the Mending spell is cast on it, it regains 2d6 hit points. If it has died within the last hour, you can use your alchemist’s supplies as an action to revive it, provided you are within 5 feet of it and you expend a spell slot of 1st level or higher. The homunculus returns to life with all its hit points restored.   Alchemical Homunculus Tiny construct, neutral Armor Class: 13 (natural armor) Hit Points: equal to five times your level in this class + your Intelligence modifier Speed: 20 ft., fly 30 ft. STR 4 (−3) DEX 15 (+2) CON 11 (+0) INT 10 (+0) WIS 10 (+0) CHA 7 (−2) Skills: Perception +4, Stealth +4 Damage Immunities: acid, poison Condition Immunities: charmed, exhaustion, poisoned Senses: darkvision 60 ft., passive Perception 10 Languages: understands the languages you speak   Might of the Master. The following numbers increase by 1 when your proficiency bonus increases by 1: the homunculus’s skill bonuses and the bonuses to hit and damage of its Acidic Spittle.   Actions (Require Your Bonus Action) Acidic Spittle. Ranged Weapon Attack: +4 to hit, range 30 ft., one target you can see. Hit: 1d6 + 2 acid damage. Alchemical Salve (3/Day). The homunculus produces a salve and touches one creature you designate. The target receives one of the following magical benefits of your choice: • Buoyancy. The target gains a flying speed of 10 feet for 10 minutes. • Inspiration. The target feels giddy and effective, gaining advantage on certain ability checks in the next hour. The target chooses the checks before or after rolling. The magic runs out after the target has used it on a number of checks equal to your Intelligence modifier (minimum of 1). • Resilience. The target gains a number of temporary hit points equal to 2d6 + your Intelligence modifier.   Alchemical Mastery At 6th level, your command of magical chemicals has become masterful, enhancing the healing and damage you create through them. When you cast a spell using your alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be a damage roll that deals acid or poison damage, and the bonus equals your Intelligence modifier (minimum of +1).   In addition, you can cast Lesser Restoration without expending a spell slot, provided you use alchemist’s supplies as the spellcasting focus. You can do so a number of times per day equal to your Intelligence modifier (minimum of once).   Chemical Savant By 14th level, you have been exposed to so many chemicals and unlocked their secrets that they pose little risk to you, and you can use them to quickly end certain ailments. You gain resistance to acid damage and poison damage, and you are now immune to the poisoned condition.   In addition, you can cast Greater Restoration once without expending a spell slot and without providing the material component, provided you use alchemist’s supplies as the spellcasting focus. You regain the ability to do so when you finish a long rest.

Statblocks for your familiars, mounts etc.

Statblocks for race/species of the character.

Warforged

Ability Score Increase +2 Co, +1 to one other ability score of your choice
Size Medium
Speed 30ft.

Age

A typical warforged is between two and a hundred years old. The maximum warforged lifespan remains a mystery; so far, warforged have shown no signs of deterioration due to age. You are immune to magical aging effects.  

Alignment

Most warforged take comfort in order and discipline, tending toward law and neutrality. But some have absorbed the morality, or lack thereof, of the beings with which they served.  

Size

Your size is Medium. To set your height and weight randomly, start with rolling a size modifier: Size modifier = 2d6
Height = 5 feet + 10 inches + your size modifier in inches
Weight in pounds = 270 + (4 × your size modifier)
 

Constructed Resilience

You were created to have remarkable fortitude, represented by the following benefits:
  • You have advantage on saving throws against being poisoned, and you have resistance to poison damage.
  • You don’t need to eat, drink, or breathe.
  • You are immune to disease.
  • You don’t need to sleep, and magic can’t put you to sleep.

Sentry’s Rest

When you take a long rest, you must spend at least six 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.  

Integrated Protection

Your body has built-in defensive layers, which can be enhanced with armor:
  • You gain a +1 bonus to Armor Class.
  • You can don only armor with which you have proficiency. To don armor, you must incorporate it into your body over the course of 1 hour, during which you remain in contact with the armor. To doff armor, you must spend 1 hour removing it. You can rest while donning or doffing armor in this way.
  • While you live, your armor can’t be removed from your body against your will.

Specialized Design

You gain one skill proficiency and one tool proficiency of your choice.

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.

Level 0 Spells

Tasha's Cauldron of Everything

Lightning Lure

0-level (Cantrip) Evocation

Casting Time: Action
Range/Area: 15 Feet
Components: Verbal
Duration: Instantaneous

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).

Available for: Artificer, Sorcerer, Warlock, Wizard

Tasha's Cauldron of Everything

Mind Sliver

0-level (Cantrip) Enchantment

Casting Time: Action
Range/Area: 60 Feet
Components: Verbal
Duration: 1 round

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).

Available for: Sorcerer, Warlock, Wizard

Player's Handbook

Mending

0-level (Cantrip) Transmutation

Casting Time: 1 minute
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: Two lodestones
Duration: Instantaneous

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.

Available for: Artificer, Bard, Cleric, Druid, Sorcerer, Wizard

Player's Handbook

Ray of Frost

0-level (Cantrip) Evocation

Casting Time: Action
Range/Area: 60 Feet
Components: Verbal, Somatic
Duration: Instantaneous

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).

Available for: Artificer, Sorcerer, Wizard

Level 1 Spells

Player's Handbook

False Life

1-level Necromancy

Casting Time: Action
Range/Area: Self
Components: Verbal, Somatic, Material
Materials: A small amount of alcohol or distilled spirits
Duration: 1 hour

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.

At higher levels:

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.

Available for: Artificer, Sorcerer, Tamer, Wizard

Arcane Weapon

1-level Transmutation

Casting Time 1 action
Range Touch
Duration Concentration, Up to 1 hour
Components V, S

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.
 

Class(es): Artificer

Player's Handbook

Identify

1-level Divination (ritual)

Casting Time 1 minute
Range Touch
Duration Instantaneous
Components V,S,M (a pearl worth 10 gp and an owl feather)

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.
 

Class(es): Artificer, Bard, Wizard

Basic Rules, pg. 270

Purify Food and Drink

1-level Transmutation (ritual)

Casting Time 1 Action
Range 10 ft (AOE of 5 ft)
Duration Instantaneous
Components V, S

Damage Type: Utility   Saving Throws: None   Description: All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.

Class(es): Cleric, Druid, Paladin, Artificer

PHB pg 272

Sanctuary

1-level Abjuration

Casting Time 1 bonus action
Range 30 Feet
Duration 1 Minute
Components VSM
Materials A small silver mirror

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.

Class(es): Cleric

PHB

Ray of Sickness

1-level Necromancy

Casting Time 1 Action
Range 60 feet
Duration Instantaneous
Components V S

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.

Class(es): Cleric, Sorcerer, Wizard

Ranged Spell Attack 1d8 Poison Damage
Saving ThrowConstitution
ConditionPoisoned

Statblocks for your Trinkets, businesses, building, castles, empires.


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  • Enthrall your players with interactive maps, timelines, and a whole wiki of your world
  • Keep track of NPCs, PC character sheets, monster stats, treasure, journals, notes and more
  • Quickly look up essential info with session notes, campaign map markers, and bookmarked lore at your fingertips
  • Build your own campaign setting, or expand a prewritten campaign, with expertly created worldbuilding templates and prompts
  • Control who sees what in your worldbuilding wiki with secrets and subscriber groups
  • Collaborate with players and GMs to build the campaign setting of your dreams 
  • NEVER lose your notes!

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100+ RPG systems