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Navigator's Map (2/2)

  • casting time 1 minute
  • range 60ft

  • components V, S, M
  • duration Concentration, up to 8 hours

a map worth at least 1 sp, and a golden pin worth at least 5 gp

For example, you could choose to have it prioritize roads, avoid mountains, and avoid water if you are traveling on land. Alternatively, you could have it avoid land if you are traveling by boat. The route suggested by the spell is only as good as the map you're using. If the map is wrong or overly simplistic, the route could end up being wrong as well. You can place the pin as many times as you'd like over the duration

Artificer (BDPC) 5th lvl Divination (rit.)

Navigator's Map (1/2)

  • casting time 1 minute
  • range 60ft

  • components V, S, M
  • duration Concentration, up to 8 hours

a map worth at least 1 sp, and a golden pin worth at least 5 gp

As you cast this spell, you imbue divination magic into the map and golden pin used as this spell's material components. While the spell lasts, the map displays your current location as a golden point of light. If you are outside the map's boundaries when you cast the spell, the spell fails. Similarly, the spell ends if you ever leave the map's boundaries during the duration.

While the spell lasts, you can stick the golden pin anywhere on the map. As long as the pin is stuck in the map, a golden line marks the most direct route between your current location and the location marked by the pin. This route is conceived using only the information available on the map. When you place the pin, you can mentally choose what information the route should take into account.

Artificer (BDPC) 5th lvl Divination (rit.)

Jono's Cosy Shack (4/4)

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration 10 days

a 1/24th scale model cabin, worth at least 100gp for an unfurnished cabin or more for a furnished one

When the spell ends, any creatures within the cabin are harmlessly ejected, as are any objects that were not a part of the original model. The objects that were a part of the original model are moved back to their original positions within the model, though they are not restored to their original conditions. Objects that were damaged or broken remain so in the model.

As an action, you can end the spell early.

Artificer (BDPC) 4th lvl Transmutation

Jono's Cosy Shack (3/4)

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration 10 days

a 1/24th scale model cabin, worth at least 100gp for an unfurnished cabin or more for a furnished one

By default, the cabin is unfurnished. 1/24th scale furnishings can be added to the model before the spell is cast. Though these model furnishings require far less raw materials than their full size counterparts, the magical process used to bind them to the cabin makes up for the difference, causing them to cost the same amount as their full size versions. As many furnishings as can fit inside the model can be added.

As you cast the spell, or as an action during the duration, you can designate one more more creatures as unwelcome within the cabin. You can choose individual creatures, or entire creature types. If an unwelcome creature starts its turn within the cabin, it must succeed on a Charisma saving throw or be teleported 30 feet outside of the cabin to a non-harmful location. You can also use your action to designate unwelcome creatures as welcome.

Artificer (BDPC) 4th lvl Transmutation

Jono's Cosy Shack (2/4)

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration 10 days

a 1/24th scale model cabin, worth at least 100gp for an unfurnished cabin or more for a furnished one

The cabin shares the layout of the model used as its material component, which must fit within a 15-inch cube. The model is constructed before the spell is cast. Its walls must make up an enclosed single story area, with one or two doors and up to four windows. The walls are constructed with miniature wooden logs, and are composed of 5-inch tall, 2.5-inch wide panels that are half an inch thick. As the cabin expands by a factor of 24, the walls of the full size cabin are therefore composed of 10-foot tall, 5-foot wide panels that are 1 foot thick. It also has an accordingly sized roof (with attic space) and wooden flooring.

Artificer (BDPC) 4th lvl Transmutation

Jono's Cosy Shack (1/4)

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration 10 days

a 1/24th scale model cabin, worth at least 100gp for an unfurnished cabin or more for a furnished one

The model cabin that serves as the material component of this spell magically expands by a factor of 24, until it becomes the size of a real cabin. The full-size cabin must fit on a square area of ground within range that is no larger than 30 feet on a side. Any creatures within the area are harmlessly pushed out of it as the cabin expands.

Artificer (BDPC) 4th lvl Transmutation

Aegis

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration, up to 1 hour

You touch a nonmagical suit of armor. Until the spell ends, that suit of armor becomes a magical suit of armor that grants a +1 bonus to its wearer's AC. Also, for the duration the wearer has resistance to damage from spells.

At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the AC bonus increases to +2. When you use a spell slot of 8th level or higher, the AC bonus increases to +3.

Artificer (BDPC) 4th lvl Transmutation

Bonds of Light (2/2)

  • casting time 1 action
  • range 60ft

  • components V, S
  • duration Concentration, up to 10 minutes

If you are within 60 feet of the restrained target, you can use your action to move it up to 30 feet in a direction of your choice (even vertically), stopping early if it impacts against a solid surface or would move to be more than 60 feet away from you. If the target would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the target strikes the other creature and stops moving. When the target strikes something, the target and what it strikes each take 2d6 bludgeoning damage and 1d6 radiant damage.

To break out, the restrained target can use its action to make a Strength check against your spell save DC. On a success, the target escapes and the cord falls to the ground, where it can be picked up and thrown again as described above.

Artificer (BDPC) 3rd lvl Conjuration

Bonds of Light (1/2)

  • casting time 1 action
  • range 60ft

  • components V, S
  • duration Concentration, up to 10 minutes

You conjure a cord of light, and throw it at a creature you can see within range. The target must make a Strength saving throw. On a failed save, the target takes 2d6 radiant damage and is restrained for the spell's duration as the cord ensnares it. On a successful save, the cord of light falls to the ground below the target's space. On a subsequent turn during the duration, you can use your action to pick up the fallen cord if you are within 5 feet of it, and you can start carrying it or throw the cord again at a target within 60 feet of you as part of the same action.

Artificer (BDPC) 3rd lvl Conjuration

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Wall of Smoke

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration Concentration, up to 1 minute

A shard of a mirror

A thin veil of magical smoke appears at a point you choose within range, forming a wall. You can make the wall up to 30 feet long, 10 feet high, and 1 inch thick, or a ringed wall up to 10 feet in diameter, 10 feet high, and 1 inch thick. The wall blocks line of sight but not movement, and vanishes when the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can choose 1 creature within range for each slot level above 2nd. A chosen creature can see through the wall as if it only lightly obscured the area beyond it.

Artificer (BDPC) 2nd lvl Evocation

Fire Bombs (2/2)

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration 1 minute

Chunks of coal

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you conjure and throw an additional orb for each slot level above 2nd. If you use a spell of 4th level or higher, you can explode 2 orbs with a single bonus action. This increases to 3 with a 6th level slot, and 4 with an 8th level slot.

Artificer (BDPC) 2nd lvl Conjuration

Fire Bombs (1/2)

  • casting time 1 action
  • range 60ft

  • components V, S, M
  • duration 1 minute

Chunks of coal

You conjure three fist-sized fiery orbs and hurl them at targets within range. You can hurl them at one target or several. For each orb hurled at a creature, that creature can make a Dexterity saving throw to avoid the orb. On a failed save, the orb sticks to that creature for the duration. On a successful save, the orb falls, sticking to the ground in that creature's space for the duration. As an action, a creature can remove an orb from itself and let it fall to the ground. Each orb sheds dim light in a 5-foot radius.

As a bonus action during the duration, you can cause one of the unexploded orbs to explode. Each creature within 10 feet of the orb must make a Dexterity saving throw, taking 2d4 fire damage on a failed save or half as much damage on a successful one. A creature stuck by the orb automatically fails this saving throw

Artificer (BDPC) 2nd lvl Conjuration

Silverflame Torch

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration 1 hour

A torch, worth at least 1 cp

You light the torch used as this spell's material component with a silver flame. For the duration, the torch sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The magical light of this torch has a special property: it distorts and blurs its area. The area of bright light is considered lightly obscured to creatures outside of it.

As you cast the spell, or as an action while you hold the torch, you can release a burst of radiant energy from it. Each creature of your choice within 10 feet of you must succeed on a Dexterity saving throw or take 2d6 radiant damage. Then, the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Artificer (BDPC) 1st lvl Evocation

Endurance

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Concentration, up to 8 hours

Two days worth of rations, worth at least 1gp in total, which the spell consumes

You touch a creature, granting it supernatural endurance. For the duration, the creature ignores the effects of extreme heat, extreme cold, frigid water, and high altitude. Also, it can hold its breath for twice as long as normal. Lastly, the creature has advantage on any saving throws made to avoid or recover from exhaustion.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can touch an additional creature during the cast time for each slot level above 1st. Each creature you touch is granted this spell's effect.

Artificer (BDPC) 1st lvl Transmutation

Thermal Burst

  • casting time 1 action
  • range 5ft

  • components V, S
  • duration Instantaneous

A burst of hot air expands around you. Each creature within range, other than you, must succeed on a Strength saving throw or be pushed 5 feet away from you and dealt 1 fire damage.

This spell's damage increases by 1d6 when you reach 5th level (1d6 + 1), 11th level (2d6 + 1), and 17th level (3d6 + 1)

Artificer (BDPC) Transmutation Cantrip

Sensory Transfer

  • casting time 1 action
  • range 120 ft

  • components V, S
  • duration 1 round

You point your finger towards a creature within range. If the creature is willing, you can choose to see through its eyes until the start of your next turn, becoming blinded to your own surroundings until then. Alternatively, you can choose to allow that creature to see through your eyes until the start of your next turn, becoming blinded to its own surroundings until then.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn't have to follow a straight line and can travel around corners or through openings.

Artificer (BDPC) Transmutation Cantrip

Reveal

  • casting time 1 action
  • range 60 feet

  • components V, S
  • duration Concentration, up to 1 round

You hurl a mote of light at a creature within range. Make a ranged spell attack against the target. On a hit, the target becomes outlined in light until the end of your next turn, or until the spell ends. The light can be colored as you like.

An outlined creature can't benefit from being invisible, sheds dim light in a 10-foot radius, and its speed is reduced by 10 feet. On a critical hit, its speed is reduced by 20 feet instead. Also, the first attack made against the target while the spell lasts is made with advantage.

Artificer (BDPC) Evocation Cantrip

Charm of Protection (3/3)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 24 hours

a golden ring, bracelet, or necklace worth at least 50gp in total

Whenever the jewelry's wearer would take damage from an aberration, celestial, elemental, fey, fiend, or undead, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the wearer takes any remaining damage.

The magic remains activated for 10 minutes, or until the ward is reduced to 0 hit points. Then the spell ends.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the ward's hit points increase by 2d4 for each slot level above 2nd.

Artificer (BDPC) 2nd lvl Abjuration

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Charm of Protection (1/3)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 24 hours

a golden ring, bracelet, or necklace worth at least 50gp in total

You touch the piece of jewelry that serves as the material component for this spell, bestowing magical energy into it. This magic activates when certain conditions are met. By default, it activates when an aberration, celestial, elemental, fey, fiend, or undead moves within 30 feet of the jewelry. This trigger can be refined to only activate for a subset of those creature types, and you can choose to exclude specific creatures of your choice from triggering the activation.

Artificer (BDPC) 2nd lvl Abjuration

Charm of Protection (2/3)

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration 24 hours

a golden ring, bracelet, or necklace worth at least 50gp in total

When the magic activates, the jewelry begins to glow, emitting bright light in a 10-foot radius and dim light 10 feet beyond that. The color of this light depends on the creature type of the creature that activated this magic: purple for aberrations, white for celestials, blue for elementals, yellow for fey, red for fiends, and green for undead. Also, the jewelry creates a magical ward. Roll 4d4. The ward has hit points equal to the number rolled.

Whenever the jewelry's wearer would take damage from an aberration, celestial, elemental, fey, fiend, or undead, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, the wearer takes any remaining damage.

Artificer (BDPC) 2nd lvl Abjuration

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