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Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Artificer 1st-level evocation

Fire Bolt

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Instantaneous

You hurl a mote of ire at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 ire damage. A lammable object hit by this spell ignites if it isn't being worn or carried. This spell damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Artificer Evocation cantrip

Mending

  • casting time 1 minute
  • range Touch

  • components V, S, M (two lodestones)
  • duration Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Artificer Transmutation cantrip

Grease

  • casting time 1 action
  • range 60 feet

  • components V, S, M (a bit of pork rind or butter)
  • duration 1 minute

Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration. When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Artificer 1st-level evocation

Replicate Magic Item

  • casting time After long rest
  • range Touch

  • components Non-magical Item
  • duration Until cast again or dead

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times, each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables. A table's title tells you the level you must be in the class to choose an item from the table. Alternatively, you can choose the magic item from among the common magic items in the game, not including potions or scrolls. Alchemy Jug/Bag of Holding/Cap of Water Breathing/Goggles of Night/Rope of Climbing/Sending Stones/Wand of Magic Detection/Wand of Secrets.

Artificer Artificer Infusion

Replicate Magic Item - Bag of holding

  • casting time After long rest
  • range Touch

  • components Non-magical Item
  • duration Until cast again or dead

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Artificer Artificer Infusion

Replicate Magic Item - Wand of Magic Detection

  • casting time After long rest
  • range Touch

  • components Non-magical Item
  • duration Until cast again or dead

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the Detect Magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Artificer Artificer Infusion

Enhanced Weapon

  • casting time After long rest
  • range Touch

  • components A simple or martial weapon
  • duration Until cast again or dead

This magic weapon grants a +1 bonus to attack and damage rolls made with it. The bonus increases to +2 when you reach 10th level in this class.

Artificer Artificer Infusion

Repeating Shot

  • casting time After long rest
  • range Touch

  • components A simple or martial weapon with the ammunition property (requires attunement)
  • duration Until cast again or dead

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it. If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Artificer Artificer Infusion

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