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Level 6 Warforged Artificer, Battle Smith 14000

CHARACTER LEVEL, RACE, & CLASS EXPERIENCE


Uranium (Leonard Triskel de Lantan)
Clan Crafter Lawful Good Gond Lucas
CHARACTER NAME BACKGROUND ALIGNMENT DEITY PLAYER NAME

STEALTH DISADVANTAGE

ARMOR Magical Tinkering. You must have tinker’s tools or other


STRENGTH Half Plate +1 19 artisan’s tools in hand. You touch a Tiny nonmagical object as
an action and give it one of the following magical properties
PROFICIENCY BONUS +3
8
SHIELD of your choice:The object sheds bright light in a 5-foot radius
AC and dim light for an additional 5 feet.Whenever tapped by a
creature, the object emits a recorded message (no more than
N
CIE C
Integrated Protection (1) 6 seconds long) that can be heard up to 10 feet away.The
-1 Strength object continuously emits your choice of an odor or a
Y
PROFI

-1 nonverbal sound. The chosen phenomenon is perceivable up


+2 Dexterity to 10 feet away.A static visual effect appears on one of the
object’s surfaces.The chosen property lasts indefinitely. As an
✘ +6 Constitution ARMOR CLASS action, you can touch the object and end the property
DEXTERITY early.You can bestow magic on up to 4 objects.
✘ +7 Intelligence
MAXIMUM HIT DICE TEMPORARY

14 +0 Wisdom Infuse Item. Whenever you finish a long rest, you can touch a
51 6d8 nonmagical object and imbue it with one of your artificer
+0 Charisma infusions, turning it into a magic item.Your infusion remains in
CONDITIONAL an item indefinitely, but when you die, the infusion vanishes
after 4 days have passed.You can infuse up to 3 nonmagical
+2 objects at the end of a long rest.
Radiant Weapon. You can infuse a simple or martial
CURRENT HIT POINTS weapon into a radiant weapon.
Enhanced Defense. You can infuse a suit of armor or a
CONSTITUTION DEATH SAVING THROWS
shield into a +1 armor or a +1 shield.
SAVING THROWS
Repulsion Shield. You can infuse a shield into a repulsion
16 N
CIE C

+2 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
shield.
Lantern of Revealing. Using this infusion, you can replicate
Y
PROFI

a Lantern of Revealing.
RT

EXPE

+0 Animal Handling (Wis) VISION INSPIRATION EXHAUSTION Bag of Holding. Using this infusion, you can replicate a Bag
+3 ✘ +7 Arcana (Int)
of Holding.
Goggles of Night. Using this infusion, you can replicate
Goggles of Night.
-1 Athletics (Str) Resistances. Poison
INTELLIGENCE +0 Deception (Cha)
The Right Tool for the Job. With tinker’s tools in hand, you
can magically create one set of artisan’s tools in an

18 ✘ +7 History (Int) unoccupied space within 5 feet of you. This creation requires
1 hour of uninterrupted work.
✘ +3 Insight (Wis)
Tool Expertise. Your proficiency bonus is doubled for any
+0 Intimidation (Cha) SPEED, SENSES, & CONDITIONS ability check you make that uses your proficiency with a tool.
+4 ✘ +7 Investigation (Int) Battle Ready. When you attack with a magic weapon, you can
+0 Medicine (Wis) Constructed Resilience. You have advantage on saving use your Intelligence modifier, instead of Strength or
throws against being poisoned, and you have resistance Dexterity modifier, for the attack and damage rolls.
WISDOM +4 Nature (Int) to poison damage.You don’t need to eat, drink, or
breathe.You are immune to disease.You don’t need to Steel Defender. In combat, the steel defender shares your

10 +0 Perception (Wis)
+0 Performance (Cha)
sleep, and magic can’t put you to sleep.
Sentry’s Rest. When you take a long rest, you must
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
+0 Persuasion (Cha) spend at least six hours in an inactive, motionless state, a bonus action on your turn to command it to take one of the
+0 +4 Religion (Int)
rather than sleeping. In this state, you appear inert, but 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
it doesn’t render you unconscious, and you can see and
hit points. If it has died within the last hour, you can use your
+2 Sleight of Hand (Dex)
hear as normal. smith’s tools as an action to revive it, provided you are within
CHARISMA 5 feet of it and you expend a spell slot of 1st level or higher.
✘ +5 Stealth (Dex) Integrated Protection. You can don only armor with The steel defender returns to life after 1 minute with all its hit
which you have proficiency. To don armor, you must
10
points restored.At the end of a long rest, you can create a
+0 Survival (Wis) incorporate it into your body over the course of 1 hour, new steel defender if you have your smith’s tools with you.
SKILLS during which you remain in contact with the armor. To
doff armor, you must spend 1 hour removing it. You can Extra Attack. You can attack twice, rather than once,
rest while donning or doffing armor in this way.While whenever you take the Attack action on your turn.
+0 10 PASSIVE PERCEPTION you live, your armor can’t be removed from your body
against your will.

ADVANTAGE

INITIATIVE +2 2 Attacks / Attack Action RACIAL TRAITS

NAME RANGE ATTACK DAMAGE / TYPE


Maul +1 5 ft +8 vs AC 2d6+5 bludgeoning
Heavy, Two-Handed
FEATURES & TRAITS
Longsword +1 5 ft +8 vs AC 1d8+5 slashing
Versatile

Pistol 30/90 +5 vs AC 1d10+2 piercing Armor Proficiencies. Light Armor, Medium Armor,
Shields
Ammunition, Loading
Weapon Proficiencies. Simple Weapons, Martial
Weapons
Tool Proficiencies. Smith’s tools, Alchemist’s supplies,
Woodcarver’s tools, Jeweler’s tools, Thieves’ tools,
Tinker’s tools
Languages. Common, Dwarvish, Gnomish

ATTACKS & SPELLCASTING PROFICIENCIES & LANGUAGES

This character sheet was generated by the Aurora Builder.


Male 31* 1m78 70kg
GENDER AGE HEIGHT WEIGHT
Uranium (Leonard Triskel de Lantan)
Green Armor None
CHARACTER NAME EYES SKIN HAIR

Maitre: Albéric Bernarius Childebert de Lantan


Volotemp, Ecrivain et philosophe de NAME
Waterdeep
Raenar, Noble fils du lord de Waterdeep Mains Grises d'Eauprofonde
Vashra, Baton Noir de Waterdeep
Talion, Guardien d'acier

SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS

Inventeur et chasseur de monstres humain Lantanais, il a perdu le bras droit ainsi que les deux jambes dans un accident
de chasse aux monstres dans les jungles de Chult. Assez riche, il dépensa sa fortune pour mettre les mains sur une
armure dont il avait entendu parler, qui permettrait aux amputés de fonctionner normalement. Il se la fit parvenir via
I always want to know how things work and what son réseau, mais à l'essai il s'avéra que l'armure était maudite et refuse désormais de s'enlever, l'empêchant de profiter
makes people tick. d'un bon sommeil depuis des années, mais le privant du besoin de nourriture et d'eau. Ayant dû vendre biens et maison,
I believe that anything worth doing is worth doing disgracié par ses rivaux et abandonné par ses connaissances, il quitta Lantan pour tenter de se refaire à Eauprofonde, où
right. I can’t help it— I’m a perfectionist.
il fini comme mercenaire à son grand désarroi, persuadé qu'il vaut bien mieux que ça.

The Gnomes are well known for their artisanship and the worth of their handiworks, and you have been trained in that
PERSONALITY TRAITS
ancient tradition. For years you labored under a Gnome master of the craft, enduring long hours. and dismissive, sour-
tempered treatment in order to gain the fine skills you possess today.
Generosity. My talents were given to me so that I
could use them to benefit the world. (Good) You have taken a solemn oath never to take on an apprentice in the craft: it is not for nongnomes to pass on the skills of
Gond's favored children. You would have no difficulty, however, finding a gnome master who was willing to receive
potential apprentices who came with your recommendation.
IDEAL

I created a great work for someone, and then found


them unworthy to receive it. I’m still looking for
someone worthy.

BOND

I’m never satisfied with what I have— I always want


more.

FLAW BACKGROUND STORY

Respect of the Small Folk


As well respected as clan crafters are among
outsiders, no one esteems them quite so highly as
Rock Gnomes do. You always have free room and
board in any place where rock gnomes dwell, and
the individuals in such a settlement might vie among
themselves to determine who can offer you (and
possibly your compatriots) the finest
accommodations and assistance.

BACKGROUND FEATURE

A brass orb etched with strange runes

TRINKET
ADDITIONAL FEATURES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
ADVENTURING GEAR # lb MAGIC ITEMS # lb Pearl of Power. While this pearl is on your person, you
Spear 1 3 [Maul +1] 1 10 can use an action to speak its command word and regain
Thieves’ Tools 1 1 Longsword +1 1 3 one expended spell slot. If the expended slot was of 4th
Tinker’s Tools 1 10 [Half Plate +1] 1 40 level or higher, the new slot is 3rd level. If the expended
Shield 1 6 Alchemy Jug 1 12 slot was of 4th level or higher, the new slot is 3rd level.
Alchemist’s Supplies 1 8 Bag of Holding 1 15 Once you use the pearl, it can't be used again until the
Dagger 1 1 Bag of Tricks, Tan 1 .5 next dawn.
Jeweler’s Tools 1 2 Immovable Rod 1 —
Pistol 1 3 [Pearl of Power] 1 — Wand Sheath. A wand sheath clamps onto your arm and
Sending Stones 1 — imparts the following benefits:
[Wand Sheath] 1 — • The wand sheath can’t be removed from you while
Wand of Secrets 1 1 you’re attuned to it.
Pole of Collapsing 1 7 • You can insert a wand into the sheath as an action.
The sheath can hold only one wand at a time .
• You can retract or extend a wand from the sheath
as a bonus action. While the wand is extended, you can
use it as if you were holding it, but your hand remains
free.

If a sheathed wand requires attunement, you must


attune to the wand before you can use it. However, the
wand sheath and the attached wand count as a single
ATTUNED MAGIC ITEMS 2 / 3
magic item with regard to the number of magic items
VALUABLES — GEMS, ART OBJECTS, TRADE GOODS # lb you can attune to. If you remove the wand from the
sheath, your attunement to the wand ends.

Maul +1. You have a +1 bonus to attack and damage


rolls made with this magic weapon.

Half Plate +1. You have a bonus to AC while wearing this


armor. The bonus is determined by its rarity.

COPPER SILVER ELECTRUM GOLD PLATINUM

5 2 1 14 0

ENCUMBRANCE — LIFTING AND CARRYING

WEIGHT CARRIED CARRY CAPACITY PUSH, DRAG, LIFT

122.9 lb / 120 lb 240 lb

INVENTORY — ADVENTURING GEAR, ARMS, ARMOR, AND OTHER EQUIPMENT

A maker’s mark chisel used to mark your handiwork with the symbol of the clan of crafters you learned
your skill from, a set of traveler’s clothes

ADDITIONAL TREASURE INVENTORY — ITEM DESCRIPTIONS & NOTES

#1 #2
STORED ITEM # lb. STORED ITEM # lb.

STORED ITEMS QUEST ITEMS & TRINKETS

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
(For Close Friends only) Leonard Triskel de Lantan (Officiel)
Créé par les Gnomes de Lantan, c'est le premier warforged de Faerun,
mais il cache justement le secret. Son maître est mort dans des Inventeur et chasseur de monstres humain Lantanais, il a perdu le bras
circonstances douteuses et il a survécu a plusieurs tentatives d assassinat droit ainsi que les deux jambes dans un accident de chasse aux monstres
après avoir tenté de comprendre ce qui s'était passé . La fuite semblait le dans les jungles de Chult. Assez riche, il dépensa sa fortune pour mettre les
meilleur moyen de survivre quitte a revenir avec plus de ressources. Son mains sur une armure dont il avait entendu parler, qui permettrait aux
design n'était pas prévu pour la guerre initialement, il devait être un amputés de fonctionner normalement. Il se la fit parvenir via son réseau,
compagnon et aide de travail pour son créateur, ce qui explique ses mais à l'essai il s'avéra que l'armure était maudite et refuse désormais de
attributs. s'enlever, l'empêchant de profiter d'un bon sommeil depuis des années,
mais le privant du besoin de nourriture et d'eau. Ayant dû vendre biens et
Il s'est inventé une personnalité d'inventeur chasseur de primes/monstres maison, disgracié par ses rivaux et abandonné par ses connaissances, il
nommé Leonard Triskel de Lantan, qui aurait obtenu une armure maudite quitta Lantan pour tenter de se refaire à Eauprofonde comme mercenaire.
dont il ne peut se défaire, à la fois pour dissimuler qu'il est warforged mais
aussi qu'il a presque tout à apprendre des races humanoïdes: il a l'esprit Malheureusement, cette courverture n'est pas très résistante aux
d'un adulte mais avec l'innocence d'un enfant dans plein de thèmes, investigations poussées, autant de par son faible charisme, que par les
notamment les relations, etc. Un peu autistique parfois pour le moins. trous dans son histoire. Toute personne le fréquentant un peu ou creusant
Tout ce qu'il sait du monde il l'a appri d'un inventeur Gnome et de livres suffisamment réalisera qu'il cache quelque chose derrière cette histoire.
d'une île coupée du monde durant 100ans, mais qui possède en même
temps la tech la plus avancée du monde... Il voit le monde avec
l'émerveillement d'une race "supérieure" qui ne la comprend pas, un peu
une IA essayant de comprendre ce que les gens font de tout ce qui leur est
donné. Il est partagé entre tendresse et agacement pour les "créatures de
chair". Il est passionné par les sciences et la connnaissance, principalement
arcanique et technologique. Son rêve serait sans doute de pouvoir se
construire une compagne, même si il n'est pas encore certain de si et
comment les concepts de genre peuvent s'appliquer à lui, son rôle de
Leonard l'a plongé dans le monde sous les traits d'un homme et il tente de
s'y adapter.

A court terme, il a besoin de ressources pour assurer sa survie: il est le seul


artificier de sa connaissance après tout, et il a besoin d'un atelier, d'outils,
et de matières premières rapidement, et si possible d'alliés de confiance.
A moyen terme, il souhaite en savoir plus sur ses poursuivants/assassins et
en apprendre plus sur le monde et les races de Faerun.
A long terme, il souhaite venger son maître, se construire une compagne,
laisser sa marque sur le monde.

NOTES NOTES

This character sheet was generated by Aurora, a character builder for Dungeons & Dragons 5th edition.
Steel Defender Steel Defender

Talion CREATURE OWNER

Medium construct, neutral 1


COMPANION NAME SIZE & TYPE, & ALIGNMENT CHALLENGE

MAXIMUM HIT DICE TEMPORARY Might of the Master. The following numbers increase by 1
36 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.

Vigilant. The defender can’t be surprised.


CURRENT HIT POINTS
DEATH SAVING THROWS
Force-Empowered Rend. Melee Weapon Attack: +4 to hit,
reach 5 ft., one target you can see. Hit: 1d8 + 2 force
damage.
PROFICIENCY INITIATIVE
2 +1 15 Repair (3/Day). The magical mechanisms inside the
defender restore 2d8 + 2 hit points to itself or to one
construct or object within 5 feet of it.
SPEED
AC
40 ft. Deflect Attack. The defender imposes disadvantage on the
COMPANION attack roll of one creature it can see that is within 5 feet of
Saving Throws. Dexterity +4, Constitution +5 it, provided the attack roll is against a creature other than
the defender.
STRENGTH DEXTERITY CONSTITUTION Skills. Athletics +5, Perception +5

14 12 14 Damage Immunities. poison

Condition Immunities. charmed, exhaustion, poisoned

+2 +1 +2 Senses. darkvision 60 ft., passive Perception 14

Languages. understands the languages you speak


INTELLIGENCE WISDOM CHARISMA

4 10 6
-3 +0 -2
CREATURE STATISTICS TRAITS & ACTIONS
Intelligence +7 15 7

SPELLCASTING ABILITY SPELL ATTACK BONUS SAVING THROW DC SPELLS TO PREPARE


Artificer, Battle Smith

CANTRIPS Mending Ray of Frost

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
Mending Ray of Frost Heroism
Transmutation Cantrip Evocation Cantrip 1st-level enchantment

CASTING TIME 1 minute CASTING TIME 1 action CASTING TIME 1 action


RANGE Touch RANGE 60 feet RANGE Touch
DURATION Instantaneous DURATION Instantaneous DURATION Concentration, up to 1 minute
COMPONENTS V, S, M (two lodestones) COMPONENTS V, S COMPONENTS V, S

This spell repairs a single break or tear in an object you touch, such as A frigid beam of blue-white light streaks toward a creature within A willing creature you touch is imbued with bravery. Until the spell
broken chain link, two halves of a broken key, a torn cloak, or a range. Make a ranged spell attack against the target. On a hit, it takes ends, the creature is immune to being frightened and gains
leaking wineskin. As long as the break or tear is no larger than 1 foot 1d8 cold damage, and its speed is reduced by 10 feet until the start of temporary hit points equal to your spellcasting ability modifier at the
in any dimension, you mend it, leaving no trace of the former your next turn. The spell’s damage increases by 1d8 when you reach start of each of its turns. When the spell ends, the target loses any
damage. This spell can physically repair a magic item or construct, 5th level (2d8), 11th level (3d8), and 17th level (4d8). remaining temporary hit points from this spell.
but the spell can’t restore magic to such an object. 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

Shield Branding Smite Warding Bond


1st-level abjuration 2nd-level evocation 2nd-level abjuration

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
Maul +1 Longsword +1 Pistol
Martial Melee Weapon Martial Melee Weapon Firearm, Martial Ranged Weapon

RANGE 5 ft RANGE 5 ft RANGE 30/90


ATTACK +8 vs AC ATTACK +8 vs AC ATTACK +5 vs AC
DAMAGE 2d6+5 bludgeoning DAMAGE 1d8+5 slashing DAMAGE 1d10+2 piercing
Heavy, Two-Handed Versatile Ammunition, Loading

Thieves’ Tools Tinker’s Tools Alchemy Jug


Tools Tools Wondrous Items

Perhaps the most common tools used by adventurers, thieves’ A set of tinker’s tools is designed to enable you to repair This ceramic jug appears to be able to hold a gallon of
tools are designed for picking locks and foiling traps. many mundane objects. Though you can’t manufacture much liquid and weighs 12 pounds whether full or empty.
Proficiency with the tools also grants you a general knowledge with tinker’s tools, you can mend torn clothes, sharpen a Sloshing sounds can be heard from within the jug when it is
of traps and locks. worn sword, and patch a tattered suit of chain mail. shaken, even if the jug is empty.
Components. Thieves’ tools include a small file, a set Of lock Components. Tinker’s tools include a variety of hand tools, You can use an action and name one liquid from the
picks, a small mirror mounted on a metal handle, a set of thread, needles, a Whetstone, scraps of cloth and leather, table below to cause the jug to produce the chosen liquid.
narrow—bladed scissors, and a pair of pliers. and a small pot of glue. Afterward, you can uncork the jug as an action and pour
History. Your knowledge of traps grants you insight when History. You can determine the age and origin of objects, that liquid out, up to 2 gallons per minute. The maximum
answering questions about locations that are renowned for even if you have only a few pieces remaining from the
their traps. amount of liquid the jug can produce depends on the liquid
original. you named.
Investigation and Perception. You gain additional insight Investigation. When you inspect a damaged object, you
when looking for traps, because you have learned a variety of Once the jug starts producing a liquid, it can't produce a
gain knowledge of how it was damaged and how long ago. different one, or more of one that has reached its
common signs that betray their presence. Repair. You can restore 10 hit points to a damaged object
Set a Trap. Just as you can disable traps, you can also set maximum, until the next dawn.
for each hour of work. For any object, you need access to the Liquid Max Amount
them. As part of a short rest, you can create a trap using items raw materials required to repair it. For metal objects, you
you have on hand. The total of your check becomes the DC for Acid 8 ounces
need access to an open flame hot enough to make the metal
someone else’s attempt to discover or disable the trap. The pliable. Basic poison ½ ounce
trap deals damage appropriate to the materials used in TINKER’S TOOLS Beer 4 gallons
crafting it (such as poison or a weapon) or damage equal to Activity DC Honey 1 gallon
half the total of your check, whichever the DM deems Temporarily repair a disabled device 10 Mayonnaise 2 gallons
appropriate. Oil 1 quart
THIEVES’ TOOLS Repair an item in half the time 15
Improvise a temporary item using scraps 20 Vinegar 2 gallon
Activity DC Water, fresh 8 gallon
Pick a lock Varies Water, salt 12 gallon
Disable a trap Varies Wine 1 gallon

1 lbs. Player’s Handbook 10 lbs. Player’s Handbook 12 lb. Dungeon Master’s Guide

Bag of Holding Alchemist’s Supplies Jeweler’s Tools


Wondrous Items Tools Tools

This bag has an interior space considerably larger than its Alchemist’s supplies enable a character to produce useful concoctions, Training with jeweler’s tools includes the basic techniques
outside dimensions, roughly 2 feet in diameter at the such as acid or alchemist’s fire. needed to beautify gems. it also gives you expertise in
Components. Alchemist’s supplies include two glass beakers, a
mouth and 4 feet deep. The bag can hold up to 500 metal frame to hold a beaker in place over an open flame, a glass identifying precious stones.
pounds, not exceeding a volume of 64 cubic feet. The bag stirring rod, a small mortar and pestle, and a pouch of common Components. Jeweler’s tools consist Of a small saw and
weighs 15 pounds, regardless of its contents. Retrieving an alchemical ingredients, including salt, powdered iron, and purified hammer, files, pliers, and tweezers.
item from the bag requires an action. water. Arcana. Proficiency with jeweler’s tools grants you
If the bag is overloaded, pierced, or torn, it ruptures and Arcana. Proficiency with alchemist’s supplies allows you to unlock knowledge about the reputed mystical uses of gems. This
is destroyed, and its contents are scattered in the Astral more information on Arcana checks involving potions and similar insight proves handy when you make Arcana checks related
materials.
Plane. If the bag is turned inside out, its contents spill forth, Investigation.When you inspect an area for clues, proficiency with to gems or gem—encrusted items.
unharmed, but the bag must be put right before it can be alchemist’s supplies grants additional insight into any chemicals or Investigation. When you inspect jeweled objects. your
used again. Breathing creatures inside the bag can survive other substances that might have been used in the area. proficiency with jeweler’s tools aids you in picking out clues
up to a number of minutes equal to 10 divided by the Alchemical Crafting.You can use this tool proficiency to create they might hold.
number of creatures (minimum 1 minute), after which time alchemical items. A character can spend money to collect raw Identify Gems. You can identify gems and determine
materials, which weigh 1 pound for every 50 gp spent. The DM can
they begin to suffocate. allow a character to make a check using the indicated skill with their value at a glance.
Placing a bag of holding inside an extradimensional space advantage. As part of a long rest, you can use alchemist’s supplies to JEWELER’S TOOLS
created by a handy haversack, portable hole, or similar item make one dose of acid, alchemist’s fire, antitoxin, oil, perfume, or Activity DC
instantly destroys both items and opens a gate to the Astral soap. Subtract half the value of the created item from the total gp Modify a gem's appearance 15
Plane. The gate originates where the one item was placed worth of raw materials you are carrying. Determine a gem's history 20
ALCHEMIST’S SUPPLIES
inside the other. Any creature within 10 feet of the gate is Activity DC
sucked through it to a random location on the Astral Plane. Create a puff of thick smoke 10
The gate then closes. The gate is one-way only and can't be Identify a poison 10
reopened. Identify a substance 15
Start a fire 15
Neutralize acid 20

15 lb. Dungeon Master’s Guide 8 lbs. Player’s Handbook 2 lbs. Player’s Handbook
Bag of Tricks, Tan Immovable Rod Pearl of Power
Wondrous Items Wondrous Items Wondrous Items

This ordinary bag, made from gray, rust, or tan cloth, appears This flat iron rod has a button on one end. You can use an While this pearl is on your person, you can use an action to
empty. Reaching inside the bag, however, reveals the action to press the button, which causes the rod to become speak its command word and regain one expended spell
presence of a small, fuzzy object. The bag weighs ½ pound. magically fixed in place. Until you or another creature uses slot. If the expended slot was of 4th level or higher, the
You can use an action to pull the fuzzy object from the bag an action to push the button again, the rod doesn't move, new slot is 3rd level. If the expended slot was of 4th level or
and throw it up to 20 feet. When the object lands, it even if it is defying gravity. The rod can hold up to 8,000 higher, the new slot is 3rd level. Once you use the pearl, it
transforms into a creature you determine by rolling a d8 and pounds of weight. More weight causes the rod to can't be used again until the next dawn.
consulting the table that corresponds to the bag's color. The deactivate and fall. A creature can use an action to make a
creature vanishes at the next dawn or when it is reduced to 0 DC 30 Strength check, moving the fixed rod up to 10 feet
hit points. on a success.
The creature is friendly to you and your companions, and it
acts on your turn. You can use a bonus action to command
how the creature moves and what action it takes on its next
turn, or to give it general orders, such as to attack your
enemies. In the absence of such orders, the creature acts in a
fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag,
the bag can't be used again until the next dawn.
TAN BAG OF TRICKS
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger

½ lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide 0 lb. Dungeon Master’s Guide

Sending Stones Wand Sheath Wand of Secrets


Wondrous Items Wondrous Items Wands

Sending stones come in pairs, with each smooth stone A wand sheath clamps onto your arm and imparts the The wand has 3 charges. While holding it, you can use an
carved to match the other so the pairing is easily following benefits: action to expend 1 of its charges, and if a secret door or
recognized. While you touch one stone, you can use an • The wand sheath can’t be removed from you while trap is within 30 feet of you, the wand pulses and points at
action to cast the sending spell from it. The target is the you’re attuned to it. the one nearest to you. The wand regains 1d3 expended
bearer of the other stone. If no creature bears the other • You can insert a wand into the sheath as an action. The charges daily at dawn.
stone, you know that fact as soon as you use the stone and sheath can hold only one wand at a time .
don't cast the spell. • You can retract or extend a wand from the sheath as a
Once sending is cast through the stones, they can't be bonus action. While the wand is extended, you can use it as
used again until the next dawn. If one of the stones in a if you were holding it, but your hand remains free.
pair is destroyed, the other one becomes nonmagical.
If a sheathed wand requires attunement, you must attune
to the wand before you can use it. However, the wand
sheath and the attached wand count as a single magic item
with regard to the number of magic items you can attune
to. If you remove the wand from the sheath, your
attunement to the wand ends.

0 lb. Dungeon Master’s Guide Eberron: Rising from the Last War 1 lb. Dungeon Master’s Guide

Pistol Maul +1 Longsword +1


Weapons Weapons Weapons

You have a +1 bonus to attack and damage rolls made with You have a +1 bonus to attack and damage rolls made with
this magic weapon. this magic weapon.

3 lb. Dungeon Master’s Guide 10 lb. Dungeon Master’s Guide 3 lb. Dungeon Master’s Guide
Mithril Half Plate +1 Pole of Collapsing
Armor Wondrous Items

You have a bonus to AC while wearing this armor. The While holding this 10—foot pole, you can use an action to
bonus is determined by its rarity. speak a command word and cause it to collapse into a l-
foot-long rod, for ease of storage. The poles weight doesn’t
change. You can use an action to speak a different
command word and cause the rod to revert to a pole;
however, the rod will elongate only as far as the
surrounding space allows.

40 lb. Dungeon Master’s Guide 7 lb. Xanathar’s Guide to Everything

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