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Lightning Charged

  • casting time 1 action
  • range Touch

  • components V, S, M (a piece of once used lightning rod)
  • duration 10 minutes

You channel lightning energy into a creature. The energy is harmless to the creature, but escapes in dangerous bursts to other nearby creatures.

Every time that creature strikes another creature with a melee attack, a spell with a range of touch, is struck by another creature with melee attack, or ends their turn while grappling or being grappled by another creature, they deal 1d6 Lightning damage to that creature.

Once this spell has discharged 6 times (dealing up to 6d6 damage), the spell ends.

At Higher Levels: The spell can discharge damage 2 additional times (dealing 2d6 more total damage) before the spell ends for each slot level above 2nd.

Catapult

  • casting time 1 action
  • range 150

  • components S
  • duration Instantaneous

Choose one object weighing 1 to 5 pounds within range that isnРІР‚в„ўt being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface.

If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Transmutation

Seeking Projectile

  • casting time 1 action
  • range Touch

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

You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target. When an ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice.

If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends.

Artificer 1st-level transmutation

Healing Draught

  • casting time 1 bonus action
  • range 5 feet

  • components M
  • duration Instant

Combination of reagents

As a bonus action, you can produce a combination that will provide potent magical healing. Immediately after creating the draught, you or another creature can use their action to consume it or administer it to a creature within 5 feet.

A creature who drinks this draught regains 1d8 health. A creature can benefit from a number of these healing draughts equal to their constitution modifier (minimum 1), after which they provide no additional benefit until they complete a long rest.

A Healing Draught that is not consumed by start of your next turn loses its potency.

The healing increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer Instant Reaction

Alchemical Fire

  • casting time 1 action
  • range 15 feet

  • components M
  • duration Instant

Combination of reagents

As an action you can produce a reaction causing a searing flame. At a point within 15 feet, you can a toss quick combination of reagents that will cause searing fire to flare up in a 5 foot radius.


Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 1d8 fire damage.


The damage damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer Instant reaction

Alchemical Acid

  • casting time 1 action
  • range 15 feet

  • components M
  • duration Instant

Combination of Reagents

As an action you can produce a reaction causing a caustic acid to form. At a point within 15 feet, you can a toss quick combination of reagents that will cause a splatter of acid in a 5 foot radius.

Creatures in that area have to make a Dexterity saving throw against your Spell Save DC, or take 2d4 acid damage. Damage from this acid deals double damage against structures and objects.

The damage damage increases by 2d4 when you reach 5th level (4d4), 11th level (6d4), and 17th level (8d4).

This Upgrade counts as a new Instant Reaction, and all rules for Instant Reactions apply to it.

Artificer Instant Reaction

Unseen Servants

  • casting time 1 action
  • range 60 feet

  • components V S M
  • duration 1 hour

A piece of string and a bit of wood

() This spell creates an invisible, mindless, shapeless force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it canРІР‚в„ўt attack. If it drops to 0 hit points, the spell ends.

Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine.

Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command.

If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.

Artificer Conjuration (ritual)

Feather Fall

  • casting time 1 reaction
  • range 60 feet

  • components V M
  • duration 1 minute

A small feather or piece of down

() Choose up to five falling creatures within range. A falling creatureРІР‚в„ўs rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Artificer Transmutation

Thunderburst Mine

  • casting time 1 minute
  • range Touch

  • components V, S, M (Any tiny nonmagical item, which is destroyed by the activation of the spell)
  • duration 8 Hours

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, each creature in a 10-foot-radius sphere centered on the item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunderburst mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed, any attempt to move it results in it detonating unless the Artificer that set it disarms it with an action.

Abjuration

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