Bones
Bones
Bones
STEALTH DISADVANTAGE
ARMOR Darkvision. You can see in dim light within 60 feet of you as if it were
STRENGTH Leather 12 bright light, and in darkness as if it were dim light.
PROFICIENCY BONUS +3 Fey Touched (1/Long Rest). You can cast your chosen spells without
10
SHIELD expending a spell slot or using any spell slots you have of the
AC
appropriate level.
N
CIE C
Magical Tinkering. You must have tinker’s tools or other artisan’s
+0 Strength tools in hand. You touch a Tiny nonmagical object as an action and
Y
PROFI
12 +1 Wisdom
-1 Charisma
56 7d8
object’s surfaces.The chosen property lasts indefinitely. As an action,
you can touch the object and end the property early.You can bestow
magic on up to 4 objects.
CONDITIONAL
Infuse Item. Whenever you finish a long rest, you can touch a
+1 nonmagical object and imbue it with one of your artificer infusions,
turning it into a magic item.Your infusion remains in an item
indefinitely, but when you die, the infusion vanishes after 4 days
CURRENT HIT POINTS have passed.You can infuse up to 3 nonmagical objects at the end of
CONSTITUTION DEATH SAVING THROWS a long rest.
SAVING THROWS Returning Weapon. You can infuse a simple or martial weapon with
the thrown property into a returning weapon.
15 N
CIE C
+1 Acrobatics (Dex)
SPEED
30ft.
FLY
0ft.
CLIMB
0ft.
SWIM
0ft.
Repeating Shot. You can infuse a simple or martial weapon with
the ammunition property into a repeating weapon.
Y
PROFI
EXPE
VISION INSPIRATION EXHAUSTION Boots of the Winding Path. You can infuse a pair of boots into
+1 Animal Handling (Wis) Boots of the Winding Path.
+2 +4 Arcana (Int) Darkvision Spell-Refueling Ring. You can infuse a ring into a Spell-Refueling
Ring.
+0 Athletics (Str) Immunities. Poison Charlatan’s Die. Using this infusion, you can replicate a Charlatan’s
Die.
INTELLIGENCE -1 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 unoccupied space
18 ✘ +7 History (Int)
+1 Insight (Wis)
within 5 feet of you. This creation requires 1 hour of uninterrupted
work.
Tool Expertise. Your proficiency bonus is doubled for any ability
✘ +2 Intimidation (Cha) SPEED, SENSES, & CONDITIONS check you make that uses your proficiency with a tool.
+4 +4 Investigation (Int) Flash of Genius (Reaction—4/Long Rest). When you or another
Past Life. creature you can see within 30 feet of you makes an ability check or a
+1 Medicine (Wis) Human. Before your death, you were a Human and appear as an saving throw, you can use your reaction to add 4 to the roll.
WISDOM undead version of it.
+4 Nature (Int) Eldritch Cannon (Action). You can magically create an eldritch
Living Dead. You are immune to disease. You do not need to eat or
13
cannon in an unoccupied space on a horizontal surface within 5 feet
✘ +4 Perception (Wis) breathe. Additionally, you have two creature types: humanoid and of you.Once you create a cannon, you can’t do so again until you
undead. You can be affected by a spell or ability if it works on either of finish a long rest or until you expend a spell slot of 1st level or higher.
-1 Performance (Cha) your creature types.
Flamethrower (Eldritch Cannon). The cannon exhales fire in an
-1 Persuasion (Cha) Restless. You treat exhaustion as if it was one level less. In addition,
+1 +4 Religion (Int)
instead of sleeping, you enter an inactive state for 4 hours each day. You
do not dream in this state; you are fully aware of your surroundings and
adjacent 15-foot cone that you designate. Each creature in that area
must make a Dexterity saving throw, taking 2d8 fire damage on a
notice approaching enemies and other events as normal. failed save or half as much damage on a successful one. The fire
ignites any flammable objects in the area that aren’t being worn or
✘ +4 Sleight of Hand (Dex) Unholy. When you regain hit points from a source that specifies it does carried.
CHARISMA +1 Stealth (Dex)
not function on undead, you only receive half as many hit points as the
source would normally provide, rounded down. Force Ballista (Eldritch Cannon). Make a ranged spell attack,
8
originating from the cannon, at one creature or object within 120
+1 Survival (Wis) Bloodless. You are immune to poison damage and the poisoned feet of it. On a hit, the target takes 2d8 force damage, and if the
SKILLS condition. target is a creature, it is pushed up to 5 feet away from the cannon.
Bone Pile (1/Long Rest). When you are reduced to 0 hit points but not Protector (Eldritch Cannon). The cannon emits a burst of positive
killed outright, you can drop to 1 hit point instead. If you do, you reduce
-1 14 PASSIVE PERCEPTION yourself to a pile of bones, render yourself prone, and are considered to
be under a similar effect to the feign death spell. While subject to this
energy that grants itself and each creature of your choice with in 10
feet of it 1d8+4 temporary hit points.
condition, you are unable to move or take actions other than using an
action to end this effect. Arcane Firearm. When you finish a long rest, you can use
woodcarver’s tools to carve special sigils into a wand, staff, or rod
ADVANTAGE
Them Bones. Whenever both of your hands are unoccupied, you can and thereby turn it into your arcane firearm.When you cast an
use a bonus action to rearrange the bones in your body, or to return artificer spell through the firearm, roll a d8, and you gain a bonus to
INITIATIVE +1 1 Attack / Attack Action RACIAL TRAITS
one of the spell’s damage rolls equal to the number rolled.
NAME
SYMBOL
CHARACTER PORTRAIT ALLIES & ORGANIZATIONS
You died and came back. This experience changed you and defines who you are today. The specifics of your death are
up to you, but the following questions and suggestions will help you determine your odd personal history.
The story of my demise, like all my stories, is greatly How did you die? It probably wasn’t of old age. Spells like raise dead can bring back those who die before old age takes
exaggerated. them, but after dying of old age there is almost no magic which can bring a person back to life. Was it combat? An
Those who ask me about my death quickly learn to accident? A disease?
never ask again.
How long were you dead? Spells like true resurrection allow a character to return from death after as many as 200 years.
How has the world changed politically, technologically, and culturally since your death? What remains of your family,
PERSONALITY TRAITS
friends, and personal life?
Charity. I want to prevent others from dying before What was your life after death like? Did you spend time in the glory of eternal battle is Ysgard? Were you enjoying the
their time. (Good) paradise of Elysium? Were you being tortured in the Nine Hells or Abyss? Do you remember nothing from that time?
Maybe you didn’t completely pass on, but lived life as an undead, such as a ghost or vampire. Why did you become such
IDEAL a being? What acts did you commit that you now regret? Who still thinks of you as a monster?
Finally someone brought you back. Who was it, and why? Maybe it was to face an old enemy. Maybe it was a loved one
My vengeance is more important than any other who searched for a long time and sacrificed much to revive you. Maybe you were brought back for a secret only you
task. knew. How did this person bring you back? Was it straightforward magic? What about a spell like reincarnate, which
could bring your spirit back in the body of a different humanoid race? Or maybe it was some other magic that has a
more sinister secret.
BOND
Spirit Talk
You can connect with the souls of the dead thanks to
the long time you spent dead. You may spend a day
of downtime communicating with the souls to learn
a piece of information by asking a question. The
quality and specifics of the information you get is up
to the DM.
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
[Leather] 1 10
[Quarterstaff] 1 4
0 0 0 0 0
14 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.
Intelligence +7 15 7
You hurl a mote of fire at a creature or object within range. Make a This spell repairs a single break or tear in an object you touch, such as Up to three creatures of your choice that you can see within range
ranged spell attack against the target. On a hit, the target takes 1d10 broken chain link, two halves of a broken key, a torn cloak, or a must make Charisma saving throws. Whenever a target that fails this
fire damage. A flammable object hit by this spell ignites if it isn’t leaking wineskin. As long as the break or tear is no larger than 1 foot saving throw makes an attack roll or a saving throw before the spell
being worn or carried. in any dimension, you mend it, leaving no trace of the former ends, the target must roll a d4 and subtract the number rolled from
This spell’s damage increases by 1d10 when you reach 5th level damage. the attack roll or saving throw.
(2d10), 11th level (3d10), and 17th level (4d10). This spell can physically repair a magic item or construct, but the At Higher Levels. When you cast this spell using a spell slot of 2nd
spell can’t restore magic to such an object. 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 Fey Touched Player’s Handbook
CASTING TIME 1 action CASTING TIME 1 reaction, which you take when you fall CASTING TIME 1 action
RANGE 60 feet RANGE Self RANGE Touch
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION 1 minute
COMPONENTS V COMPONENTS V, S COMPONENTS V, S, M (a grasshopper’s hind leg)
Each object in a 20-foot cube within range is outlined in blue, green, You weave magic in a swirl as you falL creating an invisible sheet of You touch a creature. The creature’s jump distance is tripled until the
or violet light (your choice). Any creature in the area when the spell is force much like a glider or parachute in one or two ofyour hands that spell ends.
cast is also outlined in light if it fails a Dexterity saving throw. For the allows you to slow your descent and convert it to horizontal
duration, objects and affected creatures shed dim light in a 10-foot movement.
radius. Until the spell ends, you fall no faster than 100 feet per round and
Any attack roll against an affected creature or object has advantage you do not take falling damage. While you are holding the glider with
if the attacker can see it, and the affected creature or object can’t two hands, you can move up to 2 feet horizontally for every 1 foot
benefit from being invisible. you descend while falling.
Your aerial movement using this spell is highly affected by air
currents. You can be blown off-course if the wind around you is
significantly unfavorable. Ifyou are no longer holding the glider at any
time, the spell ends. When the spell ends, you fall if you are still aloft,
unless you can stop the fall.
At Higher Levels. When you cast this spell using a spell slot of 2nd
leveL the maximum duration increases to 10 minutes. A slot of 3rd
level or higher increases it to 1 hour.
Prepared (Artificer) Player’s Handbook Prepared (Artificer) The Elements and Beyond Prepared (Artificer) Player’s Handbook
CASTING TIME 1 reaction, which you take when you are hit by an attack or targeted CASTING TIME 1 action CASTING TIME 1 action
by the magic missile spell
RANGE Self RANGE Self (15-foot cube) RANGE Self (60 feet)
DURATION 1 round DURATION Instantaneous DURATION 1 turn
COMPONENTS V, S COMPONENTS V, S COMPONENTS V
An invisible barrier of magical force appears and protects you. Until A wave of thunderous force sweeps out from you. Each creature in a You release a blast of flame behind you that rockets you into the air.
the start of your next turn, you have a +5 bonus to AC, including 15-foot cube originating from you must make a Constitution saving You fly up to 60 feet in a straight line and stop at the first creature
against the triggering attack, and you take no damage from magic throw. On a failed save, a creature takes 2d8 thunder damage and is you contact. You can choose to make a melee spell attack against the
missile. pushed 10 feet away from you. On a successful save, the creature creature, hitting it with a magic barrier. On a hit, the target takes 3d6
takes half as much damage and isn’t pushed. fire damage and 2d6 force damage, and it must succeed on a
In addition, unsecured objects that are completely within the area Strength saving throw or be knocked prone. On a miss, the target
of effect are automatically pushed 10 feet away from you by the takes half as much damage and isn't knocked prone.
spell’s effect, and the spell emits a thunderous boom audible out to For this tum, your barrier grants you resistance to damage from
300 feet. falls, and falls do not knock you prone upon landing. Upon finishing
At Higher Levels. When you cast this spell using a spell slot of 2nd the movement and attack caused by this speli you fall if you are still
level or higher, the damage increases by 1d8 for each slot level above aloft, unless you can stop the fall.
1st. At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the force damage dealt increases by 1d6 for each slot
level above 2nd
Artillerist Spells (Artificer) Player’s Handbook Artillerist Spells (Artificer) Player’s Handbook Prepared (Artificer) The Elements and Beyond
Enlarge/Reduce Heat Metal Misty Step
2nd-level transmutation 2nd-level transmutation 2nd-level conjuration
CASTING TIME 1 action CASTING TIME 1 action CASTING TIME 1 bonus action
RANGE 30 feet RANGE 60 feet RANGE Self
DURATION Concentration, up to 1 minute DURATION Concentration, up to 1 minute DURATION Instantaneous
COMPONENTS V, S, M (a pinch of powdered iron) COMPONENTS V, S, M (a piece of iron and a flame) COMPONENTS V
You cause a creature or an object you can see within range to grow Choose a manufactured metal object, such as a metal weapon or a Briefly surrounded by silvery mist, you teleport up to 30 feet to an
larger or smaller for the duration. Choose either a creature or an object suit of heavy or medium metal armor, that you can see within range. unoccupied space that you can see.
that is neither worn nor carried. If the target is unwilling, it can make a You cause the object to glow red-hot. Any creature in physical
Constitution saving throw. On a success, the spell has no effect. contact with the object takes 2d8 fire damage when you cast the
If the target is a creature, everything it is wearing and carrying spell. Until the spell ends, you can use a bonus action on each of your
changes size with it. Any item dropped by an affected creature returns subsequent turns to cause this damage again.
to normal size at once. If a creature is holding or wearing the object and takes the damage
Enlarge. The target’s size doubles in all dimensions, and its weight is from it, the creature must succeed on a Constitution saving throw or
multiplied by eight. This growth increases its size by one category - drop the object if it can. If it doesn’t drop the object, it has
from Medium to Large, for example. If there isn’t enough room for the disadvantage on attack rolls and ability checks until the start of your
target to double its size, the creature or object attains the maximum next turn.
possible size in the space available. Until the spell ends, the target also At Higher Levels. When you cast this spell using a spell slot of 3rd
has advantage on Strength checks and Strength saving throws. The level or higher, the damage increases by 1d8 for each slot above 2nd.
target’s weapons also grow to match its new size. While these weapons
are enlarged, the target’s attack with them deal 1d4 extra damage.
Reduce. The target’s size is halved in all dimensions, and its weight is
reduced to one-eighth of normal. This reduction decreases its size by
one category - from Medium to Small, for example. Until the spell ends,
the target also has disadvantage on Strength checks and Strength
saving throws. The target’s weapons also shrink to match its new size.
While these weapons are reduced, the target’s attacks with them deal
1d4 less damage (this can’t reduce the damage below 1).
Prepared (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook Fey Touched Player’s Handbook
You create three rays of fire and hurl them at targets within range. A sudden loud ringing noise, painfully intense, erupts from a point of Until the spell ends, one willing creature you touch gains the ability to
You can hurl them at one target or several. your choice within range. Each creature in a 10-foot-radius sphere move up, down, and across vertical surfaces and upside down along
Make a ranged spell attack for each ray. On a hit, the target takes centered on that point must make a Constitution saving throw. A ceilings, while leaving its hands free. The target also gains a climbing
2d6 fire damage. creature takes 3d8 thunder damage on a failed save, or half as much speed equal to its walking speed.
At Higher Levels. When you cast this spell using a spell slot of 3rd damage on a successful one. A creature made of inorganic material
level or higher, you create one additional ray for each slot level above such as stone, crystal, or metal has disadvantage on this saving
2nd. throw.
A nonmagical object that isn’t being worn or carried also takes the
damage if it’s in the spell’s area.
At Higher Levels. When you cast this spell using a spell slot of 3rd
level or higher, the damage increases by 1d8 for each slot level above
2nd.
Artillerist Spells (Artificer) Player’s Handbook Artillerist Spells (Artificer) Player’s Handbook Prepared (Artificer) Player’s Handbook
Quarterstaff
Simple Melee Weapon
RANGE 5 ft
ATTACK +3 vs AC
DAMAGE 1d6+0 bludgeoning
Versatile
Leather Quarterstaff
Armor Weapons
Many creatures in the worlds of D&D, especially those that Choose another race besides this one, which must be Before your death, you were a Human and appear as an
dwell underground, have darkvision. Within a specified humanoid and lack the Living Construct trait (or similar). undead version of it.
range, a creature with darkvision can see in darkness as if Before your death, you were a member of this race and
the darkness were dim light, so areas of darkness are only appear as an undead version of it. Your size, height, and
lightly obscured as far as that creature is concerned. movement speed are the same as a typical member of that
However, the creature can’t discern color in darkness, only race. You do not retain special movement speeds from this
shades of gray. race (such as swimming or flying). If your Past Life race has
subraces, you can select one, but it confers no benefits.
Awakened Undead Player’s Handbook Awakened Undead Walrock Homebrew: Awakened Undead Past Life Player’s Handbook
You have been raised from death, but regaining your As an undead, you very rarely tire. You treat exhaustion as Unlike other undead, you can be restored through healing
autonomy has returned to you some of the spark of life. if it was one level less. In addition, instead of sleeping, you magic, but it has a significantly dampened effect on you.
You are immune to disease. You do not need to eat or enter an inactive state for 4 hours each day. You do not When you regain hit points from a source that specifies it
breathe, but you can ingest food and drink if you wish. dream in this state; you are fully aware of your does not function on undead, you only receive half as many
Additionally, you have two creature types: humanoid and surroundings and notice approaching enemies and other hit points as the source would normally provide, rounded
undead. You can be affected by a spell or ability if it works events as normal. down.
on either of your creature types.
Awakened Undead Walrock Homebrew: Awakened Undead Awakened Undead Walrock Homebrew: Awakened Undead Awakened Undead Walrock Homebrew: Awakened Undead
You are immune to poison damage and the poisoned When you are reduced to 0 hit points but not killed Whenever both of your hands are unoccupied, you can use
condition. outright, you can drop to 1 hit point instead. If you do, you a bonus action to rearrange the bones in your body, or to
reduce yourself to a pile of bones, render yourself prone, return your body to its original configuration. Some
and are considered to be under a similar effect to the feign rearrangement options for example:
death spell. While subject to this condition, you are unable • Bone Club.
to move or take actions other than using an action to end • You remove an arm and use it as a bone club. While
this effect. Once you use this trait, you can’t use it again used as a weapon, you have proficiency with your removed
until you finish a long rest. arm, which is a melee weapon with the finesse property
that deals 1d6 bludgeoning damage on a hit.
• Bone To Pick.
• You remove a hand, and hold it in your other hand as
if it were a set of thieves’ tools. This hand is capable of
picking locks, cutting glass, and any other function thieves’
tools could achieve.
• Bone Xylophone.
• You remove two of your ribs and use the rest of your
remaining ribs as a musical instrument.
At your DM’s option, you can use this trait to perform other
tasks, such as juggling your own bones, removing your skull
to look around a corner or over a wall, or similar. Your
bones lose their animation if they are further than 5 feet
from the majority of your body, and must be reattached
before they are once again a part of you. If your skull loses
animation, you are blinded and deafened until a skull is
affixed to your body.
Awakened Undead Walrock Homebrew: Awakened Undead Skeleton Walrock Homebrew: Awakened Undead Skeleton Walrock Homebrew: Awakened Undead
Fey Touched Magical Tinkering Infuse Item
Feat Class Feature Class Feature
Your exposure to the Feywild or one of its denizens has left 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
a magical mark on you. You gain the following benefits: 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.
• Increase your Intelligence, Wisdom, or Charisma score INFUSIONS KNOWN
by 1, to a maximum of 20. nonmagical object as an action and give it one of the When you gain this feature, pick four artificer infusions to learn,
• You learn the misty step spell and one 1st-level spell of following magical properties of your choice: choosing from the "Artificer Infusions" section at the end of the class’s
your choice. The 1st-level spell must be from the divination • The object sheds bright light in a 5-foot radius and dim description. You learn additional infusions of your choice when you
or enchantment school of magic. You can cast each of light for an additional 5 feet. reach certain levels in this class, as shown in the Infusions Known
these spells without expending a spell slot. Once you cast • 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
either of these spells in this way, you can’t cast that spell in artificer infusions you learned with a new one.
this way again until you finish a long rest. You can also cast utter the message when you bestow this property on the INFUSING AN ITEM
these spells using spell slots you have of the appropriate object, and the recording can be no more than 6 seconds Whenever you finish a long rest, you can touch a nonmagical object
level. The spells’ spellcasting ability is the ability increased long. and imbue it with one of your artificer infusions, turning it into a magic
by this feat. • 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.
Feat Unearthed Arcana: Feats (2020) 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 simple or martial weapon with the ammunition Prerequisite: 6th-level artificer
This magic weapon grants a +1 bonus to attack and property (requires attunement) Item: A shield (requires attunement)
damage rolls made with it, and it returns to the wielder’s This magic weapon grants a +1 bonus to attack and A creature gains a +1 bonus to Armor Class while
hand immediately after it is used to make a ranged attack. damage rolls made with it when it’s used to make a ranged wielding this shield.
attack, and it ignores the loading property if it has it. The shield has 4 charges. While holding it, the wielder
If you load no ammunition in the weapon, it produces its can use a reaction immediately after being hit by a melee
own, automatically creating one piece of magic attack to expend 1 of the shield’s charges and push the
ammunition when you make a ranged attack with it. The attacker up to 15 feet away. The shield regains 1d4
ammunition created by the weapon vanishes the instant expended charges daily at dawn.
after it hits or misses a target.
Infuse Item Eberron: Rising from the Last War Infuse Item Eberron: Rising from the Last War Infuse Item Eberron: Rising from the Last War
Prerequisite: 6th-level artificer Prerequisite: 6th-level artificer Using this infusion, you can replicate a Charlatan’s Die.
Item: A pair of boots (requires attunement) Item: A ring (requires attunement)
While wearing these boots, a creature can teleport up to While wearing this ring, the creature can recover one
15 feet as a bonus action to an unoccupied space the expended spell slot as an action. The maximum level of the
creature can see. The creature must have occupied that recovered slot is equal to the number of magic items the
space at some point during the current turn. wearer is currently attuned to. Once used, the ring can’t be
used again until the next dawn.
Infuse Item Eberron: Rising from the Last War Infuse Item Unearthed Arcana: Subclasses, Part 3 Infuse Item Xanathar’s Guide to Everything
The Right Tool for the Job Tool Expertise Flash of Genius
Class Feature Class Feature Class Feature
At 3rd level, you learn how to produce exactly the tool you Starting at 6th level, your proficiency bonus is doubled for Starting at 7th level, you gain the ability to come up with
need: with tinker’s tools in hand, you can magically create any ability check you make that uses your proficiency with solutions under pressure. When you or another creature
one set of artisan’s tools in an unoccupied space within 5 a tool. you can see within 30 feet of you makes an ability check or
feet of you. This creation requires 1 hour of uninterrupted a saving throw, you can use your reaction to add your
work, which can coincide with a short or long rest. Though Intelligence modifier to the roll.
the product of magic, the tools are nonmagical, and they You can use this feature a number of times equal to your
vanish when you use this feature again. Intelligence modifier (minimum of once). You regain all
expended uses when you finish a long rest.
Artificer Eberron: Rising from the Last War Artificer Eberron: Rising from the Last War Artificer Eberron: Rising from the Last War
Artillerist Eberron: Rising from the Last War Eldritch Cannon Eberron: Rising from the Last War Eldritch Cannon Eberron: Rising from the Last War
The cannon emits a burst of positive energy that grants At 5th level, you know how to turn a wand, staff, or rod
itself and each creature of your choice with in 10 feet of it a into an arcane firearm, a conduit for your destructive
number of temporary hit points equal to 1d8 + your spells. When you finish a long rest, you can use
Intelligence modifier (minimum of +1). woodcarver’s tools to carve special sigils into a wand, staff,
or rod and thereby turn it into your arcane firearm. The
sigils disappear from the object if you later carve them on a
different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus
for your artificer spells. When you cast an artificer spell
through the firearm, roll a d8, and you gain a bonus to one
of the spell’s damage rolls equal to the number rolled.
Eldritch Cannon Eberron: Rising from the Last War Artillerist Eberron: Rising from the Last War