Gnome Battlesmit 5h
Gnome Battlesmit 5h
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you
STRENGTH Unarmored (11) 11 as if it were bright light, and in darkness as if it were dim
light.
PROFICIENCY BONUS +3
10
SHIELD
AC Magical Tinkering. You must have tinker’s tools or other
artisan’s tools in hand. You touch a Tiny nonmagical object
N
CIE C as an action and give it one of the following magical
+0 Strength
Y
PROFI
13
phenomenon is perceivable up to 10 feet away.A static
+0 Wisdom visual effect appears on one of the object’s surfaces.The
38 5d8
+1 Charisma chosen property lasts indefinitely. As an action, you can
CONDITIONAL
touch the object and end the property early.You can
bestow magic on up to 4 objects.
+1
Infuse Item. Whenever you finish a long rest, you can
CURRENT HIT POINTS touch a nonmagical object and imbue it with one of your
artificer infusions, turning it into a magic item.Your
CONSTITUTION DEATH SAVING THROWS
SAVING THROWS infusion remains in an item indefinitely, but when you die,
the infusion vanishes after 4 days have passed.You can
15 N
CIE C
+1 Acrobatics (Dex)
SPEED
25ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
infuse up to 2 nonmagical objects at the end of a long rest.
Returning Weapon. You can infuse a simple or martial
Y
PROFI
RT
EXPE
weapon with the thrown property into a returning
+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION
weapon.
+2 ✘ +7 Arcana (Int) Darkvision Enhanced Defense. You can infuse a suit of armor or a
shield into a +1 armor or a +1 shield.
+0 Athletics (Str) Bag of Holding. Using this infusion, you can replicate a
Bag of Holding.
INTELLIGENCE +1 Deception (Cha) Rope of Climbing. Using this infusion, you can replicate a
Rope of Climbing.
18 ✘
+4 History (Int)
+3 Insight (Wis) The Right Tool for the Job. With tinker’s tools in hand, you
can magically create one set of artisan’s tools in an
+1 Intimidation (Cha) SPEED, SENSES, & CONDITIONS unoccupied space within 5 feet of you. This creation
+4 ✘ +7 Investigation (Int)
requires 1 hour of uninterrupted work.
+0 Medicine (Wis) Gnome Cunning. You have advantage on all Battle Ready. When you attack with a magic weapon, you
Intelligence, Wisdom, and Charisma saving throws can use your Intelligence modifier, instead of Strength or
WISDOM +4 Nature (Int) Dexterity modifier, for the attack and damage rolls.
against magic.
10 +0 Perception (Wis)
+1 Performance (Cha)
Artificer’s Lore. Whenever you make a History
check related to magic items, alchemical objects,
Steel Defender. In combat, the steel defender shares your
initiative count, but it takes its turn immediately after
yours. It can move and use its reaction on its own, but the
✘ +4 Persuasion (Cha) or technological devices, you can add twice your only action it takes on its turn is the Dodge action, unless
+0 +4 Religion (Int)
proficiency bonus, instead of any proficiency you take a bonus action on your turn to command it to
bonus you normally apply. take one of the actions in its stat block or the Dash,
Disengage, Help, Hide, or Search action.If the mending
+1 Sleight of Hand (Dex) spell is cast on it, it regains 2d6 hit points. If it has died
CHARISMA Tinker. Using tinker’s tools, you can construct a within the last hour, you can use your smith’s tools as an
+1 Stealth (Dex) Tiny clockwork device. You can have up to three action to revive it, provided you are within 5 feet of it and
12 +0 Survival (Wis) such devices active at a time. you expend a spell slot of 1st level or higher. The steel
SKILLS defender returns to life after 1 minute with all its hit points
restored.At the end of a long rest, you can create a new
steel defender if you have your smith’s tools with you.
+1 10 PASSIVE PERCEPTION
Extra Attack. You can attack twice, rather than once,
whenever you take the Attack action on your turn.
ADVANTAGE
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
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
I’m full of witty aphorisms and have a proverb for master in your own right.
every occasion.
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.
PERSONALITY TRAITS
IDEAL
BOND
Guild Membership
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.
BACKGROUND FEATURE
TRINKET
ADDITIONAL FEATURES
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb
0 0 0 0 0
lb / 150 lb 300 lb
#1 #2
STORED ITEM # lb. STORED ITEM # lb.
This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Steel Defender Steel Defender
MAXIMUM HIT DICE TEMPORARY Might of the Master. The following numbers increase by 1
31 when your proficiency bonus increases by 1: the defender’s
skill and saving throw bonuses, the bonuses to hit and
damage of its rend attack, and the number of hit points
restored by its Repair action.
4 10 6
-3 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +6 14 6
1ST LEVEL 4 SPELL SLOTS ● Heroism (Always Prepared) ● Shield (Always Prepared)
Absorb Elements Alarm Catapult
Cure Wounds Detect Magic Disguise Self
Expeditious Retreat Faerie Fire False Life
Feather Fall Grease Identify
Jump Longstrider Purify Food and Drink
Sanctuary Snare
2ND LEVEL 2 SPELL SLOTS ● Branding Smite (Always Prepared) ● Warding Bond (Always Prepared)
Aid Alter Self Arcane Lock
Blur Continual Flame Darkvision
Enhance Ability Enlarge/Reduce Heat Metal
Invisibility Lesser Restoration Levitate
Magic Mouth Magic Weapon Protection from Poison
Pyrotechnics Rope Trick See Invisibility
Skywrite Spider Climb Web
Acid Splash Fire Bolt Heroism
Conjuration Cantrip Evocation Cantrip 1st-level enchantment
You hurl a bubble of acid. Choose one creature you can see within You hurl a mote of fire at a creature or object within range. Make a A willing creature you touch is imbued with bravery. Until the spell
range, or choose two creatures you can see within range that are ranged spell attack against the target. On a hit, the target takes 1d10 ends, the creature is immune to being frightened and gains
within 5 feet of each other. A target must succeed on a Dexterity fire damage. A flammable object hit by this spell ignites if it isn’t temporary hit points equal to your spellcasting ability modifier at the
saving throw or take 1d6 acid damage. being worn or carried. start of each of its turns. When the spell ends, the target loses any
This spell’s damage increases by 1d6 when you reach 5th level This spell’s damage increases by 1d10 when you reach 5th level remaining temporary hit points from this spell.
(2d6), 11th level (3d6), and 17th level (4d6). (2d10), 11th level (3d10), and 17th level (4d10). 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.
Spellcasting (Artificer) Player’s Handbook Spellcasting (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook
CASTING TIME 1 reaction CASTING TIME 1 bonus action CASTING TIME 1 action
RANGE Self RANGE Self RANGE Touch
DURATION 1 round DURATION Concentration, up to 1 minute DURATION 1 hour
COMPONENTS V, S COMPONENTS V COMPONENTS V, S, M (a pair of platinum rings worth at least 50 gp each, which you
and target must wear for the duration)
Reaction trigger: You are hit by an attack or targeted by the magic The next time you hit a creature with a weapon attack before this This spell wards a willing creature you touch and creates a mystic
missile spell An invisible barrier of magical force appears and protects spell ends, the weapon gleams with astral radiance as you strike. The connection between you and the target until the spell ends. While
you. Until the start of your next turn, you have a +5 bonus to AC, attack deals an extra 2d6 radiant damage to the target, which the target is within 60 feet of you, it gains a +1 bonus to AC and
including against the triggering attack, and you take no damage from becomes visible if it is invisible, and the target sheds dim light in a 5- saving throws, and it has resistance to all damage. Also, each time it
magic missile. foot radius and can’t become invisible until the spell ends. takes damage, you take the same amount of damage.
At Higher Levels. When you cast this spell using a spell slot of 3rd The spell ends if you drop to 0 hit points or if you and the target
level or higher, the extra damage increases by 1d6 for each slot level become separated by more than 60 feet. It also ends if the spell is
above 2nd. cast again on either of the connected creatures. You can also dismiss
the spell as an action.
Battle Smith Spells (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook Battle Smith Spells (Artificer) Player’s Handbook
Darkvision Gnome Cunning Artificer’s Lore
Vision Racial Trait Racial Trait
Many creatures in the worlds of D&D, especially those that You have advantage on all Intelligence, Wisdom, and Whenever you make an Intelligence (History) check related
dwell underground, have darkvision. Within a specified Charisma saving throws against magic. to magic items, alchemical objects, or technological
range, a creature with darkvision can see in darkness as if devices, you can add twice your proficiency bonus, instead
the darkness were dim light, so areas of darkness are only of any proficiency bonus you normally apply.
lightly obscured as far as that creature is concerned.
However, the creature can’t discern color in darkness, only
shades of gray.
Gnome Player’s Handbook Gnome Player’s Handbook Rock Gnome Player’s Handbook
You have proficiency with artisan’s tools (tinker’s tools). At 1st level, you learn how to invest a spark of magic into At 2nd level, you gain the ability to imbue mundane items with certain
Using those tools, you can spend 1 hour and 10 gp worth of mundane objects. To use this ability, you must have tinker’s magical infusions. The magic items you create with this feature are
tools or other artisan’s tools in hand. You then touch a Tiny effectively prototypes of permanent items.
materials to construct a Tiny clockwork device (AC 5, 1 hp). INFUSIONS KNOWN
The device ceases to function after 24 hours (unless you nonmagical object as an action and give it one of the When you gain this feature, pick four artificer infusions to learn,
spend 1 hour repairing it to keep the device functioning), or following magical properties of your choice: choosing from the "Artificer Infusions" section at the end of the class’s
when you use your action to dismantle it; at that time, you • The object sheds bright light in a 5-foot radius and dim description. You learn additional infusions of your choice when you
can reclaim the materials used to create it. You can have up light for an additional 5 feet. reach certain levels in this class, as shown in the Infusions Known
to three such devices active at a time. • Whenever tapped by a creature, the object emits a column of the Artificer table.
recorded message that can be heard up to 10 feet away. You Whenever you gain a level in this class, you can replace one of the
utter the message when you bestow this property on the artificer infusions you learned with a new one.
INFUSING AN ITEM
object, and the recording can be no more than 6 seconds Whenever you finish a long rest, you can touch a nonmagical object
long. and imbue it with one of your artificer infusions, turning it into a magic
• The object continuously emits your choice of an odor or item. An infusion works on only certain kinds of objects, as specified in
a nonverbal sound (wind, waves, chirping, or the like). The the infusion’s description. If the item requires attunement, you can
chosen phenomenon is perceivable up to 10 feet away. attune yourself to it the instant you infuse the item. If you decide to
• A static visual effect appears on one of the object’s 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
surfaces. This effect can be a picture, up to 25 words of text, Guide).
lines and shapes, or a mixture of these elements, as you like. Your infusion remains in an item indefinitely, but when you die, the
infusion vanishes after a number of days have passed equal to your
The chosen property lasts indefinitely. As an action, you can Intelligence modifier (minimum of 1 day). The infusion also vanishes if
touch the object and end the property early. you give up your knowledge of the infusion for another one.
You can bestow magic on multiple objects, touching one You can infuse more than one nonmagical object at the end of a
object each time you use this feature, though a single object long rest; the maximum number of objects appears in the Infused
Items column of the Artificer table. You must touch each of the
can only bear one property at a time. The maximum number objects, and each of your infusions can be in only one object at a time.
of objects you can affect with this feature at one time is Moreover, no object can bear more than one of your infusions at a
equal to your Intelligence modifier (minimum of one object). time. If you try to exceed your maximum number of infusions, the
If you try to exceed your maximum, the oldest property oldest infusion immediately ends, and then the new infusion applies.
immediately ends, and then the new property applies.
Rock Gnome Player’s Handbook Artificer Eberron: Rising from the Last War Artificer Eberron: Rising from the Last War
Item: A simple or martial weapon with the thrown property Item: A suit of armor or a shield Prerequisite: 2nd-level artificer
This magic weapon grants a +1 bonus to attack and A creature gains a +1 bonus to Armor Class while wearing Using this infusion, you can replicate a Bag of Holding.
damage rolls made with it, and it returns to the wielder’s (armor) or wielding (shield) the infused item.
hand immediately after it is used to make a ranged attack. The bonus increases to +2 when you reach 10th level in
this class.
Infuse Item Eberron: Rising from the Last War Infuse Item Eberron: Rising from the Last War Infuse Item Dungeon Master’s Guide
Rope of Climbing The Right Tool for the Job Battle Ready
Class Feature Class Feature Archetype Feature
Prerequisite: 2nd-level artificer At 3rd level, you learn how to produce exactly the tool you When you reach 3rd level, your combat training and your
Using this infusion, you can replicate a Rope of Climbing. need: with tinker’s tools in hand, you can magically create experiments with magic have paid off in two ways:
one set of artisan’s tools in an unoccupied space within 5 • You gain proficiency with martial weapons.
feet of you. This creation requires 1 hour of uninterrupted • When you attack with a magic weapon, you can use
work, which can coincide with a short or long rest. Though your Intelligence modifier, instead of Strength or Dexterity
the product of magic, the tools are nonmagical, and they modifier, for the attack and damage rolls.
vanish when you use this feature again.
Infuse Item Dungeon Master’s Guide Artificer Eberron: Rising from the Last War Battle Smith Eberron: Rising from the Last War
By 3rd level, your tinkering has borne you a faithful Starting at 5th level, you can attack twice, rather than once,
companion, a steel defender. It is friendly to you and your whenever you take the Attack action on your turn.
companions, and it obeys your commands. See this
creature’s game statistics in the steel defender stat block.
You determine the creature’s appearance and whether it
has two legs or four; your choice has no effect on its game
statistics.
In combat, the steel defender shares your initiative
count, but it takes its turn immediately after yours. It can
move and use its reaction on its own, but 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 the Dash, Disengage, Help, Hide,
or Search 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 smith’s
tools 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 steel defender returns to life after 1 minute with all its
hit points restored.
At the end of a long rest, you can create a new steel
defender if you have your smith’s tools with you. If you
already have a steel defender from this feature, the first
one immediately perishes.
Battle Smith Eberron: Rising from the Last War Battle Smith Eberron: Rising from the Last War