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Acid Splash

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

(Istota w zasiegu wzroku lub dwie istoty oddalone o 5ft)
DEX save
1d6/2d6/3d6/4d6 acid damage
1/5/11/17 lvl

Artificer/Arcane Conjuration cantrip

Booming Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • duration1 round

bron do walki wrecz warta co najmniej 1 sp

Napelnia bron magia i wykonuje cios wrecz przeciw jednej istocie w zasiegu.
Trafiona istota otrzymuje obrazenia od broni plus bonus:.
0/1d8/2d8/3d8 thunder damage
1/5/11/17 lvl
Jesli istota samowolnie poruszy sie co najmniej 5ft do poczatku nastepnej tury rzucajacego, otrzymuje dodatkowe obrazenia:
1d8/2d8/3d8/4d8 lightning damage
1/5/11/17 lvl

Artificer (TCE) Evocation cantrip

Create Bonfire

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Tworzy ognisko 5x5xft. Istoty w miejscu i chwili stworzenia ogniska, przy wejsciu do ogniska lub zakonczeniu tury w ognisku wykonuja
DEX save
lub otrzymuja
1d8/2d8/3d8/4d8 fire damage
1/5/11/17 lvl

Artificer Conjuration cantrip

Dancing Lights

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

fosfor, swietlik lub wiaz

Tworzy cztery swiatla wielkosci pochodni. Moze polaczyc swiatla, by stworzyc humanoidalna postac. Daja przycmione swiatlo na 10ft.
Jako bonusowa akcja bohater moze przesunac swiatlo o 60ft.
Swiatlo zawsze musi znajdowac sie w zasiegu oraz max 20ft od innych swiatel.

Artificer Evocation cantrip

Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

(Cel w zasiegu)
Ranged spell attack
1d10/2d10/3d10/4d10 fire damage
1/5/11/17 lvl
Jesli trafi obiekt, podpala go.

Artificer/Arcane Evocation cantrip

Frostbite

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

(Jedna istota w zasiegu wzroku)
CON save
1d6/2d6/3d6/4d6 cold damage
1/5/11/17 lvl
Najblizszy atak throw cel wykonuje z utrudnieniem. Efekt zostaje przerwany, gdy cel zakonczy ture.

Artificer Evocation cantrip

Green-Flame Blade

  • casting time1 action
  • rangeSelf (5-foot radius)

  • componentsS, M
  • durationInstantaneous

Bron do walki wrecz warta co najmniej 1 sp

Napelnia bron magia i wykonuje nia atak wrecz przeciw istocie w zasiegu.
Przy trafieniu, cel otrzymuje normalne obrazenia od broni plus bonus
. 0/1d8/2d8/3d8 fire damage
1/5/11/17 lvl
Istota w zasiegu 5ft otrzymuje jednoczesnie obrazenia od ognia w wysokosci Spellcasting modifier plus bonus:
0/1d8/2d8/3d8
1/5/11/17 lvl

Artificer (TCE) Evocation cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

(Chetna istota)
Istota moze dodac 1d4 do jednego rzutu na umiejetnosc. Moze wykorzystac efekt po rzucie.

Artificer Divination cantrip

Light

  • casting time1 action
  • rangeTouch

  • componentsV, M
  • duration1 hour

swietlik lub fosforyzujacy mech

(Obiekt niewiekszy, niz 10ft) Obiekt swieci jasnym swiatlem na 20ft i przycmionym swiatlem na kolejne 20ft.
Wrogie istoty noszace cel musza wykonac DEX save
Kolejne uzycie konczy poprzednie.

Artificer/Arcane Evocation cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Lightning Lure

  • casting time1 action
  • range15 feet

  • componentsV
  • durationInstantaneous

(Istota w zasiegu 15ft)
STR save
Przyciaga istote o 10ft. Jesli istota znajdzie sie w zasiegu 5ft, otrzymuje obrazenia.
1d8/2d8/3d8/4d8 lightning damage
1/5/11/17 lvl

Artificer (TCE) Evocation cantrip

Mage Hand

  • casting time1 action
  • range30 feet

  • componentsV, S
  • duration1 minute

Tworzy widmowa dlon we wskazanym punkcie.
Uzywajac akcji bohater kontroluje reke.
Reka ma szybkosc 30ft/t

Nie moze atakowac, uzywac magicznych przedmiotow. Moze uniesc do 10 lbs.
Znika, gdy jest dalej, niz 30ft od bohatera, gdy zaklecie zostaje powtorzone lub gdy zostanie odwolana akcja

Artificer/Arcane Conjuration cantrip

Magic Stone

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • duration1 minute

(Do 3 kamykow)
Nasyca kamyki magia tak, by mozna bylo nimi wykonac magiczny atak, rzucajac nimi lub uzywajac procy.
Akcja
60ft lub zasieg procy
1 cel
Ranged spell attack (modyfikator tworzacego!)
1d6+spellcasting mod tworzacego bludgeoning damage
Kolejne uzycie niszczy poprzednie kamyki

Artificer Transmutation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

dwa magnesy

(obiekt lub konstrukt)
Naprawia pojedyncze uszkodzenie do 1 ft
Nie przywraca utraconych magicznych wlasciwosci

Artificer/Arcane Transmutation cantrip

Message

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • duration1 round

krotki kawaleg drutu miedzianego

(Istota w zasiegu)
Istota (i tylko ta istota) slyszy szept bohatera. Moze odpowiedziec w ten sam sposob.
Magiczna cisza, 1ft kamienia, 1in metali, 3ft drewna lub cienka olowiana blacha blokuja zaklecie
zaklecie nie musi zostac rzucone w linii prostej

Artificer/Arcane Transmutation cantrip

Poison Spray

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

(Istota w zasiegu)
CON save
1d12/2d12/3d12/4d12 poison damage
1/5/11/17 lvl

Artificer/Arcane Conjuration cantrip

Prestidigitation

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationUp to 1 hour

Tworzy 1 z efektow
-Nieszkodliwy efekt sensoryczny (dzwiek, zapach, iskierki)
-Zapala lub gasi male ogniska, swiece, pochodnie
Czysci lub brudzi obiekt wielkosci do 1ft3
-Podgrzewa, ochladza lub doprawia 1ft3 nieozywionej materii (do 1h)
-Tworzy symbol, znak lub kolor na powierzchni
-Tworzy blyskotke lub iluzoryczny obiekt mieszczacy sie w dloni. Obiekt znika na koniec kolejnej tury rzucajacego.
Bohater moze utrzymac 3 efekty. Bohater moze uzyc akcje, by przerwac efekt

Artificer/Arcane Transmutation cantrip

Ray of Frost

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

(Istota w zasiegu)
Ranged spell Attack
1d8/2d8/3d8/4d8 cold damage
1/5/11/17 lvl
Zmniejsza szybkosc istoty do nastepnej tury rzucajacego o 10ft

Artificer/Arcane Evocation cantrip

Resistance

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

miniaturowy plaszcz

(Chetna istota)
Raz, przed lub po wykonaniu rzutu obronnego istota moze dodac 1d4 do tego rzutu. Nastepnie zaklecie zostaje przerwane.

Artificer Abjuration cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Shocking Grasp

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

(Istota w zasiegu)
Melee spell attack z przewaga przeciw przeciwnikom w metalowej zbroi
1d8/2d8/3d8/4d8 lightning damage
1/5/11/17 lvl
Cel nie moze wykonac reakcji do jego nastepnej tury

Artificer/Arcane Evocation cantrip

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

(Zyjaca istota, majaca 0HP niebedaca nieumarlym ani konstruktem)
Stabilizuje stan istoty

Artificer Necromancy cantrip

Sword Burst

  • casting time1 action
  • rangeself/5 feet

  • componentsV
  • durationInstantaneous

(Wszystkie istoty w zasiegu)
DEX save
1d6/2d6/3d6/4d6 force damage
1/5/11/17 lvl

Artificer (TCE) Conjuration cantrip

Thorn Whip

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

lodyga ciernistej rosliny

(Istota w zasiegu)
Melee spell attack
1d6/2d6/3d6/4d6 piercing damage
1/5/11/17 lvl
Przyciaga duza (large) lub mniejsza istote.

Artificer Transmutation cantrip

Thunderclap

  • casting time1 action
  • range5 feet

  • componentsS
  • durationInstantaneous

(Wszystkie istoty w zasiegu)
CON save
1d6/2d6/3d6/4d6 thunder damage
1/5/11/17 lvl
dzwiek slyszalny jest ze 100ft

Artificer Evocation cantrip

Absorb Elements

  • casting time1 reaction, which you take when you take acid, cold, fire, lightning, or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

Zaklecie wychwytuje nadchodzaca energie
Daje bohaterowi odpornosc na ten typ obrazen do poczatku nastepnej tury bohatera
Nastepny atak bohatera w kolejnej turze zada dodatkowe 1d6/lvl obrazen tego samego typu

Artificer 1st level Abjuration

Alarm (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

malutki dzwoneczek lub kawalek cienkiego przewodu srebrnego

(Drzwi, okno lub obszar niewiekszy, niz 20ft3.)
Do konca trwania zaklecia, poruszenie sie w strzezonym obszarze istoty Tiny lub wiekszej, wlacza alarm.
Podczas rzucania zaklecia bohater moze wybrac itoty, ktore nie beda wlaczaly alarmu oraz okreslic, czy bedzie on mentalny czy dzwiekowy.
Mentalny alert ostrzega bohatera pikaniem w glowie, gdy bohater jest nie dalej, niz mile od strzezonego miejsca.
Dzwiekowy alarm tworzy dzwiek dzwoneczka przez 10s na obszarze o srednicy 60ft

Artificer/Arcane 1st level Abjuration

Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

(Obiekt wazacy max 5lbs/lvl niebedacy noszonym).
Obiekt przelatuje do 90ft w linii prostej.
Jesli obiekt mialby trafic istote, musi ona wykonac
DEX save
Gdy obiekt w cos trafi, obiekt i cel otrzymuja po 2d8+1d8/lvl bludgeoning damage.

Artificer 1st level Transmutation

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

(Istota w zasiegu)
Przywraca 1d8+1d8/spelllvl+SPELLmod HP celowi.
Nie dziala na konstrukty i nieumarlych

Artificer 1st level Evocation

0 0
0 0
0 0
0 0
0 0
1 1
1 1
1 1
1 1

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Bohater wykrywa obecnosc magii w promieniu 30ft. Bohater moze uzyc akcji, aby zobaczyc aure wokol magicznych obiektow i dowiedziec sie, jaka szkole magii reprezentuja
Zaklecie blokowane jest przez 1ft kamienia, 1 in metalu, 3 ft drewna lub piaski i cienka olowiana blache

Artificer/Arcane 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

Bohater, wraz z calym ekwipunkiem, zmienia swoj wyglad.
Bohater moze zmienic wzrost o 1 stope.
Nowa forma musi miec ten sam plan budowy ciala
Iluzoryczny wyglad jest tylko holograficzny i dotkniecie bohatera moze ujawnic niescislosci
Aby odkryc przebranie, istota moze uzyc akcji, aby przyjrzec sie bohaterowi - wykonuje wowczas rzut obronny na INT (dochodzenie).

Artificer/Arcane 1st level Illusion

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

Pozwala na wykonywanie zrywow (Dash) jako bonusowa akcja przez czas trwania zaklecia.

Artificer/Arcane 1st level Transmutation

Faerie Fire

  • casting time1 action
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Wszystkie obiekty w szescianie o boku 20ft sa obrysowane niebieska, zielona lub fioletowa poswiata.
Istoty na obszarze musza wykonac DEX save, w przeciwnym razie rowniez rzucaja poswiate.
Poswiata swieci przycmionym swiatlem na 10ft
Ataki przeciw swiecacej istocie przebiegaja z ulatwieniem
Swiecaca istota lub obiekt nie moze byc niewidzialna.

Artificer 1st level Evocation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

Troche alkoholu

Daje bohaterowi tymczasowo 1d4+4 tymczasowe HP.
Daje dodatkowe 5HP za kazdy lvl zaklecia powyzej 1.

Artificer 1st level Necromancy

Feather Fall

  • casting time1 reaction
  • range60 feet

  • componentsV, M
  • duration1 minute

piorko lub puch

(reakcja, gdy istota w poblizu spada)
(do 5 spadajacych istot w zasiegu)
Spowalnia upadek do 60ft/t, dopoki zaklecie nie zakonczy sie lub istota nie spadnie.

Artificer/Arcane 1st level Transmutation

Grease

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • duration1 minute

troche smalcu lub masla

Tworzy trudny teren na obszarze 10x10ft. Istota stojaca w miejscu, gdzie efekt sie pojawia, wchodzaca na obszar lub konczaca w nim ture wykonuje DEX save lub zostaje powalona

Artificer 1st level Conjuration

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

perla warta co najmniej 100gp oraz sowie pioro

(Obiekt lub istota) Rzucajacy dowiaduje sie czy obiekt jest magiczny, poznaje jego wlasciwosci, czy wymaga dostrajania, ile ma ladunkow. Jesli zostal stworzony przez zaklecie, dowiaduje sie, przez jakie.
Jesli rzucone na istote, odkrywa, pod wplywem jakich zaklec sie ona znajduje.

Artificer/Arcane 1st level Divination

Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

tylna noga konika polnego

(1 istota) Potraja zasieg skoku celu

Artificer/Arcane 1st level Transmutation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

troche piasku

(1 istota/lvl)
Zwieksza szybkosc celu o 10ft/t

Artificer/Arcane 1st level Transmutation

Purify Food and Drink (ritual)

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

Niemagiczne jedzenie i napoje w promieniu 5ft zostaje oczyszczone, pozbawione trucizn i chorob

Artificer 1st level Transmutation

Sanctuary

  • casting time1 bonus action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

Male srebrne lusterko

Chroni istote w zasiegu przed atakami. Do czasu zaklecia, istota, ktora probuje zaatakowac chroniona istote atakiem lub zakleciem, musi wykonac WIS save. W przypadku nieudanego rzutu, istota musi wybrac inny cel badz stracic atak badz zaklecie.
Nie chroni celu przed atakami i efektami obszarowymi
Jesli chroniona istota zaatakuje lub uzyje szkodzacego zaklecia, czar zostaje przerwany

Artificer 1st level Abjuration

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 stop sznura, ktore zaklecie zuzywa

Po rzuceniu zaklecia, bohater uzywa sznurka, aby stworzyc okrak o promieniu 5ft na ziemi. Po zakonczeniu rzucania zaklecia, sznur znika, a okrag staje sie magiczna pulapka.
Pulapka jest niemal niewidzialna, jej zauwazenie wymaga skutecznego rzutu na inteligencje (dochodzenie) przeciw spell save DC tworzacego.
Gdy male, srednie lub duze stworzenie wejdzie w pulapke, musi wykonac DEX save albo zostaje magicznie podniesione, wiszac do gory nogami 3 stopy nad ziemia. Istota jest zwiazania, dopoku zaklecie nie zakonczy sie.
Zwiazana istota moze wykonac DEX save na koniec swojej tury, by uwolnic sie
Zamiast tego istota lub inna istota, ktora ja dosiega, moze wykonac akcje, by wykonac rzut na INT (Arcana) przeciw spell save DC bohatera, aby uwolnic cel zaklecia.
Gdy istota uwolni sie, zaklecie zostaje przerwane

Artificer 1st level Abjuration

Tasha's Caustic Brew

  • casting time1 action
  • rangeSelf (30-foot line)

  • componentsV, S, M
  • durationConcentration, up to 1 minute

troche popsutego jedzenia

(Wszystkie istoty w linii)
Istota zostaje pokryta kwasem, poki nie uzyje akcji, by go zmyc. Na poczatku kazdej swojej tury otrzymuje obrazenia:
2d4+2d4/lvl acid damage

Artificer (TCE) 1st-level evocation

Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect 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 1d4 for each slot level above 1st.

Artificer (Alchemist) 1st level Evocation

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

(cel w zasiegu)Ranged spell attack
Zadaje celowi 2d8 poison damage +1d8/lvl powyzej 1go
Cel musi wykonac CON save. W przypaku nieudanego rzutu, pozostaje zatruty do nastepnej tury bohatera.

Artificer (Alchemist)/Arcane 1st level Necromancy

Magic Missile

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

(1-2+spell lvl istot)
Tworzy 2+spell lvl rzutki. Kazda rzutka trafia wybrana istote w zasiegu, zadajac 1d4+1 foce damage.

Artificer (Armorer)/Arcane 1st level Evocation

Thunderwave

  • casting time1 action
  • rangeSelf (15-foot cube)

  • componentsV, S
  • durationInstantaneous

Wszystkie istoty w zasiegu 15ft cube musza wykonac CON save. W przypadku nieudanego rzutu obronnego, istota otrzymuje 1d8+1d8/spell lvl thunder damage i zostaje odepchnieta o 10ft. W przypadku, gdy rzut obronny sie powiedzie, istota otrzymuje polowe obrazen i nie zostaje odepchnieta
Dodatkowo, nieprzymocowane obiekty w zasiegu zostaja odepchniete o 10ft.
Zaklecie tworzy grom slyszalny z 300ft.

Artificer (Armorer/Artillerist)/Arcane 1st level Evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

Do poczatku nastepnej tury, daje +5AC, wlaczajac w to atak, ktory wywolal zaklecie i neguje obrazenia od magic missile.

Artificer (Armorer/Artillerist)/Arcane 1st level Abjuration

.

  • casting time.
  • range.

  • components.
  • duration.

.

. .

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

(Istoty w ilosci spell lvl)
Do czasu zakonczenia zaklecia, istota jest odporna na bycie przerazona oraz otrzymuje tymczasowe HP rowne spellcasting ability modifier bohatera na poczatku swojej kazdej tury.

Artificer (Battle Smith) 1st level Enchantment

.

  • casting time.
  • range.

  • components.
  • duration.

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Aid

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Artificer 2nd level Abjuration

Alter Self [1/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options, the effects of which last for the duration of the spell. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same, if you're bipedal, you can't use this spell to become quadrupedal, for instance. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6

Artificer 2nd level Transmutation

Alter Self [2/2]

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Artificer 2nd level Transmutation

Arcane Lock

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Artificer 2nd level Abjuration

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Artificer 2nd level Illusion

1 1
1 1
1 1
1 1
2 2
2 2
2 2
2 2
2 2

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50 gp, which the spell consumes

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Artificer 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60 feet.

Artificer 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects - the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on Charisma checks.
Fox's Cunning: The target has advantage on Intelligence checks.
Owl's Wisdom: The target has advantage on Wisdom checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificer 2nd level Transmutation

Enlarge/Reduce [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect.
If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The 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

Artificer 2nd level Transmutation

Enlarge/Reduce [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a pinch of powdered iron

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).

Artificer 2nd level Transmutation

Heat Metal

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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 above 2nd.

Artificer 2nd level Transmutation

Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificer 2nd level Illusion

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Artificer 2nd level Abjuration

Levitate

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Artificer 2nd level Transmutation

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2 2

Magic Mouth (ritual) [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within

Artificer 2nd level Illusion

Magic Mouth (ritual) [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Artificer 2nd level Illusion

Magic Weapon

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Artificer 2nd level Transmutation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Artificer 2nd level Abjuration

Pyrotechnics

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube within range. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10 feet of the target must succeed on a Constitution saving throw or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Artificer 2nd level Transmutation

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Artificer 2nd level Transmutation

See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Artificer 2nd level Divination

Skywrite (ritual)

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Artificer 2nd level Transmutation

Spider Climb

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Artificer 2nd level Transmutation

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2 2
2 2
2 2
2 2

Web

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20-foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.
A creature restrained by the webs can use its actions to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, dealing 2d4 fire damage to any creature that starts its turn in the fire.

Artificer 2nd level Conjuration

Flaming Sphere

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dexterity saving throw. The creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
As a bonus action, you can move the sphere up to 30 feet. If you ram the sphere into a creature, that creature must make the saving throw against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5 feet tall and jump it across pits up to 10 feet wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Artificer (Alchemist) 2nd level Conjuration

Melf's Acid Arrow

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationInstantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Artificer (Alchemist) 2nd level Evocation

Mirror Image

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.

Artificer (Armorer) 2nd level Illusion

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Artificer (Artillerist) 2nd level Evocation

Shatter

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

A chip of mica

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point 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. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving 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 or higher, the damage increases by 1d8 for each slot level above 2nd.

Artificer (Artillerist) 2nd level Evocation

Branding Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Artificer (Battle Smith) 2nd level Evocation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, it gains a +1 bonus to AC and saving throws, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60 feet. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Artificer (Battle Smith) 2nd level Abjuration

Blink

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 minute

Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of you next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can't see anything more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creature that aren't there can't perceive you or interact with you, unless they have the ability to do so.

Artificer 3rd level Transmutation

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2 2
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3 3

Catnap

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration10 minutes

a pinch of sand

You make a calming gesture, and up to three willing creatures of your choice that you can see within range fall unconscious for the spell's duration. The spell ends on a target early if it takes damage or someone uses an action to shake or slap it awake. If a target remains unconscious for the full duration, that target gains the benefit of a short rest, and it can't be affected by this spell again until it finishes a long rest.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional willing creature for each slot level above 3rd.

Artificer 3rd level Enchantment

Create Food and Water

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of water on the ground or in containers within range, enough to sustain up to fifteen humanoids or five steeds for 24 hours. The food is bland but nourishing, and spoils if uneaten after 24 hours. The water is clean and doesn't go bad.

Artificer 3rd level Conjuration

Crusader's Mantle

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Holy power radiates from you in an aura with a 30-foot radius, awakening boldness in friendly creatures. Until the spell ends, the aura moves with you, centered on you. While in the aura, each non-hostile creature in the aura (including you) deals an extra 1d4 radiant damage when it hits with a weapon attack.

Artificer 3rd level Evocation

Dispel Magic

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell's level is equal to or less than the level of the spell slot you used.

Artificer 3rd level Abjuration

Elemental Weapon

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

A nonmagical weapon you touch becomes a magic weapon. Choose one of the following damage types - acid, cold, fire, lightning, or thunder. For the duration, the weapon has a +1 bonus to attack rolls and deals an extra 1d4 damage of the chosen type when it hits.
At Higher Levels: When you cast this spell using a spell slot of 5th or 6th level, the bonus to attack rolls increases to +2 and the extra damage increases to 2d4. When you use a spell slot of 7th level or higher, the bonus increases to +3 and the extra damage increases to 3d4.

Artificer 3rd level Transmutation

Flame Arrows

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a quiver containing arrows or bolts. When a target is hit by a ranged weapon attack using a piece of ammunition drawn from the quiver, the target takes an extra 1d6 fire damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of pieces of ammunition you can affect with this spell increases by two for each slot level above 3rd.

Artificer 3rd level Transmutation

Fly

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a wing feather from any bird

You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd.

Artificer 3rd level Transmutation

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place, if the object is moved more than 10 feet from where you cast this spell, the glyph is broken and the spell ends without being triggered.
The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an

Artificer 3rd level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends.
You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect aberrations or drow), or alignment. You can also set conditions for creatures that don't trigger the glyph, such as those who say a certain password.
When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes: When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. The sphere spreads around corners. Each creature in the aura must make a Dexterity saving throw. A creature takes 5d8 acid, cold, fire, lightning, or thunder damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.

Artificer 3rd level Abjuration

3 3
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3 3

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

incense and powdered diamond worth at least 200 gp, which the spell consumes

Spell Glyph: You can store a prepared spell of or lower in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of an explosive runes glyph increases by 1d8 for each slot level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the slot you use for the glyph of warding.

Artificer 3rd level Abjuration

Haste

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a shaving of licorice root

Choose a willing creature that you can see within range. Until the spell ends, the target's speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can't move or take actions until after its next turn, as a wave of lethargy sweeps over it.

Artificer 3rd level Transmutation

Intellect Fortress

  • casting time1 action
  • range30 feet

  • componentsV
  • durationConcentration, up to 1 hour

For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.

Artificer (TCE) 3rd-level abjuration

Protection from Energy

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.

Artificer 3rd level Abjuration

Revivify

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamonds worth 300 gp, which the spell consumes

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Artificer 3rd level Necromancy

Tiny Servant [1/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch one Tiny, nonmagical object that isn't attached to another object or a surface and isn't being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points. See the stat block (XGE p169) for its statistics.
As a bonus action, you can mentally command the creature if it is within 120 feet of you. (If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one.) You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete.
When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, you can animate two additional objects for

Artificer 3rd level Transmutation

Tiny Servant [2/2]

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • duration8 hours

each slot level above 3rd.

Artificer 3rd level Transmutation

Water Breathing (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed or piece of straw

This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends. Affected creatures also retain their normal mode of respiration.

Artificer 3rd level Transmutation

Water Walk (ritual)

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a piece of cork

This spell grants the ability to move across any liquid surface - such as water, acid, mud, snow, quicksand, or lava - as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If your target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.

Artificer 3rd level Transmutation

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3

Gaseous Form

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of gauze and a wisp of smoke

You transform a willing creature you touch, along with everything it's wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn't affected.
While in this form, the target's only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can't fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk or manipulate objects, and any objects it was carrying or holding can't be dropped, used, or otherwise interacted with. The target can't attack or cast spells.

Artificer (Alchemist) 3rd level Transmutation

Mass Healing Word

  • casting time1 bonus action
  • range60 feet

  • componentsV
  • durationInstantaneous

As you call out words of restoration, up to six creatures of your choice that you can see within range regain hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the healing increases by 1d4 for each slot level above 3rd.

Artificer (Alchemist) 3rd level Evocation

Hypnotic Pattern

  • casting time1 action
  • range120 feet

  • componentsS, M
  • durationConcentration, up to 1 minute

A glowing stick of incense or a crystal vial filled with phosphorescent material

You create a twisting pattern of colors that weaves through the air inside a 30-foot cube within range. The pattern appears for a moment and vanishes. Each creature in the area who sees the pattern must make a Wisdom saving throw. On a failed save, the creature becomes charmed for the duration. While charmed by this spell, the creature is incapacitated and has a speed of 0.
The spell ends for an affected creature if it takes any damage or if someone else uses an action to shake the creature out of its stupor.

Artificer (Armorer) 3rd level Illusion

Lightning Bolt

  • casting time1 action
  • rangeSelf (100-foot line)

  • componentsV, S, M
  • durationInstantaneous

a bit of fur and a rod of amber, crystal, or glass

A stroke of lightning forming a line of 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one.
The lightning ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.

Artificer (Armorer) 3rd level Evocation

Fireball

  • casting time1 action
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a tiny ball of bat guano and sulfur

A bright streak flashes from your pointing finger to a point you choose within range then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot radius must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot level above 3rd.

Artificer (Artillerist) 3rd level Evocation

Wind Wall

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a tiny fan and a feather of exotic origin

A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50 feet long, 15 feet high, and 1 foot thick. You can shape the wall in any way you choose so long as it makes one continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature within its area must make a Strength saving throw. A creature takes 3d8 bludgeoning damage on a failed save, or half as much damage on a successful one.
The strong wind keeps fog, smoke, and other gases at bay. Small or smaller flying creatures or objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and automatically miss. (Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.) Creatures in gaseous form can't pass through it.

Artificer (Artillerist) 3rd level Evocation

Aura of Vitality

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 1 minute

Healing energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. You can use a bonus action to cause one creature in the aura (including you) to regain 2d6 hit points.

Artificer (Battle Smith) 3rd level Evocation

Conjure Barrage

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

one piece of ammunition or a thrown weapon

You throw a nonmagical weapon or fire a piece of nonmagical ammunition into the air to create a cone of identical weapons that shoot forward and then disappear. Each creature in a 60-foot cone must succeed on a Dexterity saving throw. A creature takes 3d8 damage on a failed save, or half as much damage on a successful one. The damage type is the same as that of the weapon or ammunition used as a component.

Artificer (Battle Smith) 3rd level Conjuration

Arcane Eye

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

a bit of bat fur

You create an invisible, magical eye within range that hovers in the air for the duration.
You mentally receive visual information from the eye, which has normal vision and darkvision out to 30 feet. The eye can look in every direction.
As an action, you can move the eye up to 30 feet in any direction. There is no limit to how far away from you the eye can move, but it can't enter another plane of existence. A solid barrier blocks the eye's movement, but the eye can pass through an opening as small as 1 inch in diameter.

Artificer 4th level Divination

3 3
3 3
3 3
3 3
3 3
3 3
3 3
3 3
4 4

Elemental Bane

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Choose one creature you can see within range, and choose one of the following damage types - acid, cold, fire, lightning, or thunder. The target must succeed on a Constitution saving throw or be affected by the spell for its duration. The first time each turn the affected target takes damage of the chosen type, the target takes an extra 2d6 damage of that type. Moreover, the target loses any resistance to that damage type until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th. The creatures must be within 30 feet of each other when you target them.

Artificer 4th level Transmutation

Fabricate

  • casting time10 minutes
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can't be created or transmuted by this spell. You also can't use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan's tools used to craft such objects.

Artificer 4th level Evocation

Freedom of Movement

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap, bound around the arm or a similar appendage

You touch a willing creature. For the duration, the target's movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target's speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target's movement or attacks.

Artificer 4th level Abjuration

Leomund's Secret Chest

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

an exquisite chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth at least 5,000 gp, and a Tiny replica made from the same materials worth at least 50 gp

You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica.
After 60 days, there is a cumulative 5 percent chance per day that the spell's effect ends. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.

Artificer 4th level Conjuration

Mordenkainen's Faithful Hound

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a tiny silver whistle, a piece of bone, and a thread

You conjure a phantom watchdog in an unoccupied space that you can see within range, where it remains for the duration, until you dismiss it as an action, or until you move more than 100 feet away from it.
The hound is invisible to all creatures except you and can't be harmed. When a Small or larger creature comes within 30 feet of it without first speaking the password that you specify when you cast this spell, the hound starts barking loudly. The hound sees invisible creatures and can see into the Ethereal Plane. It ignores illusions.
At the start of each of your turns, the hound attempts to bite one creature within 5 feet of it that is hostile to you. The hound's attack bonus is equal to your spellcasting ability modifier + your proficiency bonus. On a hit, it deals 4d8 piercing damage.

Artificer 4th level Conjuration

Otiluke's Resilient Sphere

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a hemispherical piece of clear crystal and a matching hemispherical piece of gum arabic

A sphere of shimmering force encloses a creature or object of Large size or smaller within range. An unwilling creature must make a Dexterity saving throw. On a failed save, the creature is enclosed for the duration.
Nothing, not physical objects, energy, or other spell effects, can pass through the barrier, in or out, though a creature in the sphere can breathe there. The sphere is immune to all damage, and a creature or object inside can't be damaged by attacks or effects originating from outside, nor can a creature inside the sphere damage anything outside it.
The sphere is weightless and just large enough to contain the creature or object inside. An enclosed creature can use its action to push against the sphere's walls and thus roll the sphere at up to half the creature's speed. Similarly, the globe can be picked up and moved by other creatures. A disintegrate spell targeting the globe destroys it without harming anything inside it.

Artificer 4th level Evocation

Stoneskin

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

diamond dust worth 100 gp, which the spell consumes

This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.

Artificer 4th level Abjuration

Summon Construct

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

an ornate stone and metal lockbox worth at least 400 gp

You call forth the spirit of a construct. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles a golem or a modron (your choice) made of the chosen material, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don't issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell's level appears in the stat block.

Artificer (TCE) 4th-level conjuration

Blight

  • casting time1 action
  • range30 feet

  • componentsV, S
  • durationInstantaneous

Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs.
If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it.
If you target a nonmagical plant that isn't a creature, such as a tree or shrub, it doesn't make a saving throw, it simply withers and dies.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Artificer (Alchemist) 4th level Necromancy

4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4
4 4

Death Ward

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration8 hours

You touch a creature and grant it a measure of protection from death.
The first time the target would drop to 0 hit points as a result of taking damage, the target instead drops to 1 hit point, and the spell ends.
If the spell is still in effect when the target is subjected to an effect that would kill it instantaneously without dealing damage, that effect is instead negated against the target, and the spells ends.

Artificer (Alchemist) 4th level Abjuration

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Artificer (Armorer) 4th level Evocation

Greater Invisibility

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You or a creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person.

Artificer (Armorer) 4th level Illusion

Ice Storm

  • casting time1 action
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a pinch of dust and a few drops of water

A hail of rock-hard ice pounds to the ground in a 20-foot-radius, 40-foot-high cylinder centered on a point within range. Each creature in the cylinder must make a Dexterity saving throw. A creature takes 2d8 bludgeoning damage and 4d6 cold damage on a failed save, or half as much damage on a successful one.
Hailstones turn the storm's area of effect into difficult terrain until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the bludgeoning damage increases by 1d8 for each slot level above 4th.

Artificer (Artillerist) 4th level Evocation

Wall of Fire

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a small piece of phosphorus

You create a wall of fire on a solid surface within range. You can make the wall up to 60 feet long, 20 feet high, and 1 foot think, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot think. The wall is opaque and lasts for the duration.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 5d8 fire damage, or half as much damage on a successful save.
One side of the wall, selected by you when you cast this spell, deals 5d8 fire damage to each creature that ends its turn within 10 feet of that side or inside the wall. A creature takes the same damage when it enters the wall for the first time on a turn or ends its turn there. The other side of the wall deals no damage.
At Higher Levels: When you cast this spell using a spell slot of 5th level or higher, the damage increases by 1d8 for each slot level above 4th.

Artificer (Artillerist) 4th level Evocation

Aura of Purity

  • casting time1 action
  • rangeSelf (30-foot radius)

  • componentsV
  • durationConcentration, up to 10 minutes

Purifying energy radiates from you in an aura with a 30-foot radius. Until the spell ends, the aura moves with you, centered on you. Each non-hostile creature in the aura (including you) can't become diseased, has resistance to poison damage, and has advantage on saving throws against effects that cause any of the following conditions: blinded, charmed, deafened, frightened, paralyzed, poisoned, and stunned.

Artificer (Battle Smith) 4th level Abjuration

Fire Shield

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration10 minutes

a bit of phosphorous or a firefly

Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10-foot radius and dim light for an additional 10 feet. You can end the spell early by using an action to dismiss it.
The flames provide you with a warm shield or a chill shield, as you choose. The warm shield grants you resistance to cold damage, and the chill shield grants you resistance to fire damage.
In addition, whenever a creature within 5 feet of you hits you with a melee attack, the shield erupts with flame. The attacker takes 2d8 fire damage from a warm shield, or 2d8 cold damage from a cold shield.

Artificer (Battle Smith) 4th level Evocation

Animate Objects [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.
As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determine by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet, if the

Artificer 5th level Transmutation

Animate Objects [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

objects lack legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.
If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determine by its size. The DM might rule that a specific object inflicts slashing or piercing damage based on its form.
Animated Object Statistics
Size. . , HP, AC, Hit, Damage,Str,Dex
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12
Large , 50, 10, +6 , 2d10 +2,14, 10
Huge. , 80, 10, +8 , 2d12 +4,18 , 6
At Higher Levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.

Artificer 5th level Transmutation

4 4
4 4
4 4
4 4
4 4
4 4
4 4
5 5
5 5

Bigby's Hand [1/3]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

an eggshell and a snakeskin glove

You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.
The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.
When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.
Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.
Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or

Artificer 5th level Evocation

Bigby's Hand [2/3]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

an eggshell and a snakeskin glove

smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.
Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score

Artificer 5th level Evocation

Bigby's Hand [3/3]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

an eggshell and a snakeskin glove

is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.

Artificer 5th level Evocation

Creation

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a tiny piece of matter of the same type of the item you plan to create

You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range - soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
Duration: Vegetable matter - 1 day. Stone/crystal - 12 hours. Precious metals - 1 hour. Gems - 10 minutes. Adamantine/Mithral - 1 minute.
Using any material created by this spell as another spell's material component causes that spell to fail.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.

Artificer 5th level Illusion

Greater Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100 gp, which the spell consumes

You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target.
• One effect that charmed or petrified the target
• One curse, including the target's attunement to a cursed magic item
• Any reduction to one of the target's ability scores
• One effect reducing the target's hit point maximum

Artificer 5th level Abjuration

Skill Empowerment

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Your magic deepens a creature's understanding of its own talent. You touch one willing creature and give it expertise in one skill of your choice. Until the spell ends, the creature doubles its proficiency bonus for ability checks it makes that use the chosen skill.
You must choose a skill in which the target is proficient and that isn't already benefiting from an effect, such as Expertise, that doubles its proficiency bonus.

Artificer 5th level Transmutation

Transmute Rock [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

You choose an area of stone or mud that you can see that fits within a 40-foot cube and that is within range, and choose one of the following effects.
Transmute Rock to Mud: Nonmagical rock of any sort in the area becomes an equal volume of thick, flowing mud that remains for the spell's duration.
The ground in the spell's area becomes muddy enough that creatures can sink into it. Each foot that a creature moves through the mud costs 4 feet of movement, and any creature on the ground when you cast the spell must make a Strength saving throw. A creature must also make the saving throw when it moves into the area for the first time on a turn or ends its turn there. On a failed save, a creature sinks into the mud and is restrained, though it can use an action to end the restrained condition on itself by pulling itself free of the mud.
If you cast the spell on a ceiling, the mud falls. Any creature under the mud when it falls must make a Dexterity saving throw. A creature takes 4d8 bludgeoning damage on a failed save,

Artificer 5th level Transmutation

Transmute Rock [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationUntil dispelled

clay and water

or half as much damage on a successful one.
Transmute Mud to Rock: Nonmagical mud or quicksand in the area no more than 10 feet deep transforms into soft stone for the spell's duration. Any creature in the mud when it transforms must make a Dexterity saving throw. On a successful save, a creature is shunted safely to the surface in an unoccupied space. On a failed save, a creature becomes restrained by the rock. A restrained creature, or a nother creature within reach, can use an action to try to break the rock by succeeding on a DC 20 Strength check or by dealing damage to it. The rock has AC 15 and 25 hit points, and it is immune to poison and psychic damage.

Artificer 5th level Transmutation

Wall of Stone [1/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot-by-10-foot panels. Each panel must be contiguous with at least on other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.
If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.
The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or resting on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus you can use this spell to bridge a chasm or create a ramp.
If you create a span greater

Artificer 5th level Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Wall of Stone [2/2]

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a small block of granite

than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.
The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the DM's discretion.
If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.

Artificer 5th level Evocation

Cloudkill

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create a 20-foot-radius sphere of poisonous, yellow-green fog centered on a point you choose within range. The fog spreads around corners. It lasts for the duration or until strong wind disperses the fog, ending the spell. Its area is heavily obscured.
When a creature enters the spell's area for the first time on a turn or starts its turn there, that creature must make a Constitution saving throw. The creature takes 5d8 poison damage on a failed save, or half as much damage on a successful one. Creatures are affected even if they hold their breath or don't need to breathe.
The fog moves 10 feet away from you at the start of each of your turns, rolling along the surface of the ground. The vapors, being heavier than air, sink to the lowest level of the land, even pouring down openings.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Artificer (Alchemist) 5th level Conjuration

Raise Dead

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A diamond worth at least 500 gp, Consumed

You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poison and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects, if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival - its head, for instance - the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.

Artificer (Alchemist) 5th level Necromancy

Passwall

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • duration1 hour

a pinch of sesame seeds

A passage appears at a point of your choice that you can see on a wooden, plaster, or stone surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions - up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage creates no instability in a structure surrounding it.
When the opening disappears, any creatures or objects still in the passage created by the spell are safely ejected to an unoccupied space nearest to the surface on which you cast the spell.

Artificer (Armorer) 5th level Transmutation

Wall of Force

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Artificer (Armorer) 5th level Evocation

Cone of Cold

  • casting time1 action
  • rangeSelf (60-foot cone)

  • componentsV, S, M
  • durationInstantaneous

a small crystal or glass cone

A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one.
A creature killed by this spell becomes a frozen statue until it thaws.
At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the damage increases by 1d8 for each slot level above 5th.

Artificer (Artillerist) 5th level Evocation

Wall of Force

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation you choose, as a horizontal or vertical barrier or at an angle. It can be free floating or resting on a solid surface. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-by-10-foot panels. Each panel must be contiguous with another panel. In any form, the wall is 1/4 inch thick. It lasts for the duration. If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice which side).
Nothing can physically pass through the wall. It is immune to all damage and can't be dispelled by dispel magic. A disintegrate spell destroys the wall instantly, however. The wall also extends into the Ethereal Plane, blocking ethereal travel through the wall.

Artificer (Artillerist) 5th level Evocation

Banishing Smite

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, your weapon crackles with force, and the attack deals an extra 5d10 force damage to the target. Additionally, if this attack reduces the target to 50 hit points of fewer, you banish it. If the target is native to a different plane of existence than the one you're on, the target disappears, returning to its home plane. If the target is native to the plane you're on, the creature vanishes into a harmless demiplane. While there, the target is incapacitated. It remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied.

Artificer (Battle Smith) 5th level Abjuration

Mass Cure Wounds

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

A wave of healing energy washes out from a point of your choice within range. Choose up to 6 creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, the healing increases by 1d8 for each slot level above 5th.

Artificer (Battle Smith) 5th level Evocation

5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5
5 5

Chill Touch

  • casting time1 action
  • range120 feet

  • componentsV, S
  • duration1 round

(Istota w zasiegu)
Ranged spell Attack
1d8/2d8/3d8/4d8 necrotic damage
1/5/11/17 lvl
Trafiona istota nie moze odzyskac HP do poczatku nastepnej tury rzucajacego. Jesli istota byla nieumarla, jej attack rolls przeciw bohaterowi przebiegaja z utrudnieniem.

Arcane Necromancy cantrip

Minor Illusion

  • casting time1 action
  • range30 feet

  • componentsS, M
  • duration1 minute

Troche runa

Tworzy iluzoryczny dzwiek lub obraz.
Dzwiek moze byc cichy, jak szept lub glosny, jak wrzask.
Obraz nie moze byc wiekszy, niz 5x5x5 ft. Obraz jest wylacznie holograficzny
Istoty moga przejrzec iluzje rzutem na INT (dochodzenie) przeciw spell save DC rzucajacego.
Iluzja moze zostac przerwana akcja.

Arcane Illusion cantrip

True Strike

  • casting time1 action
  • range30 feet

  • componentsS
  • durationConcentration, up to 1 round

(Cel w zasiegu)
Podczas nastepnej tury daje rzucajacemu ulatwienie w pierwszym attack roll przeciw celowi

Arcane Divination cantrip

Friends

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationConcentration, up to 1 minute

troche kosmetykow do twarzy

(Wybrana, niebedaca wroga istota)
Daje ulatwienie w rzutach na Charyzme wobec wybranej istoty
Po zakonczeniu czaru istota uswiadamia sobie, ze zostala zauroczona i staje sie wroga wobec rzucajacego

Arcane Enchantment cantrip

Blade Ward

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 round

(Rzucajacy)
Daje odpornosc na obrazenia - bludgeoning, piercing i slashing - zadane atakami bronia.

Arcane Abjuration cantrip

Vicious Mockery

  • casting time1 action
  • range60 feet

  • componentsV
  • durationInstantaneous

(Istota w zasiegu, slyszaca rzucajacego)
WIS save
1d4/2d4/3d4/4d4 psychic damage
1/5/11/17 lvl
Daje istocie utrudnienie na nastepny attack roll do konca jej tury

Arcane Enchantment cantrip

Retutning Weapon

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Prosta/wojenna bron rzucana) +1 attack roll
+1DMG roll
Wraca do bohatera.

Artificer 2nd level Infusion

Repeating Shot

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Prosta/wojenna bron strzelajaca) Wymaga dostrojenia
+1 attack roll
+1DMG roll
Ignoruje loading
Nie wymaga amunicji

Artificer 2nd level Infusion

Mind Sharpener

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Ubranie/Zbroja/Szaty) 4 ladunki
Odzyskuje 1d4 ladunkow o swicie
Gdy bohater zawiedzie rzut na koncentracje, moze wykorzystac ladunek, by ja utrzymac.

Artificer 2nd level Infusion

0 0
0 0
0 0
0 0
0 0
0 0
2 2
2 2
2 2

Bieglosci

  • casting time.
  • range.

  • components.
  • duration.

Lekkie zbroje, Srednie Zbroje, Tarcze
Prosta bron
Narzedzia Zlodziejow, Alchemikow, Jubilerow, Majsterkowiczow, Kowali

Naczynia kuchenne 1st lvl class trait

Magical Tinkering

  • casting time1 action
  • rangeTouch

  • componentsM
  • durationInstantaneous

Uzywajac narzedzi zlodziejow lub rzemieslnikow, bohater moze wykorzystac akcje, by nadac jedna z magicznych wlasciwosci malutkiemu, niemagicznemu przedmiotowi:
1. Obiekt swieci jasnym swiatlem na 5 stop i przycmionym swiatlem na kolejne 5 stop.
2. Za kazdym razem, gdy zostanie stukniety przez istote, obiekt emituje nagrana wiadomosc, ktora moze byc slyszalna w zasiegu 10 stop.
3. Obiekt emituje zapach lub dzwiek wybrany przez gracza. Fenomen jest dostrzegalny z odleglosci 10 stop
4. Na powierzchni obiektu pojawia sie obrazek, do 25 slow, ksztalty i linie lub mieszanina tych symboli.
Fenomen trwa bez konca. Bohater moze uzyc akcje, by przerwac go przedwczesnie.
Bohater moze zaklac obiekty w liczbie INTmod (min 1). Jesli bohater przekroczy te ilosc, najstarszy przedmiot natychmiast traci swoje wlasciwosci. Jeden obiekt moze miec tylko jedna wlasciwosc.

Artificer 1st lvl class trait

Enhanced defene

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Ubranie/Zbroja/Tarcza)
+1 AC
+1 AC na 10 lvl

Artificer 2nd level Infusion

Armor of Magical Strength

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Ubranie/Zbroja) Wymaga dostrojenia
6 ladunkow
Odzyskuje 1d6 ladunkow o swicie
Gdy noszacy wykonuje rzut na sile, moze wykorzystac ladunek, by dodac INT mod do rzutu.
Gdy noszacy zostalby powalony, moze zuzyc ladunek, by uchronic sie przed powaleniem

Artificer 2nd level infusion

Enhanced Arcane Focus

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Pret, rozdzka lub laska) Wymaga dostrajania
+1 spell attack roll
+1 spell attack roll na 10 lvl
Ignoruje polowe oslony celu

Artificer 2nd level Infusion

Enhanced Weapon

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Prosta lub wojenna bron) +1 attack roll
+1 DMG roll
+1 attack and DMG roll na 10 lvl

Artificer 2nd level Infusion

Spellcasting

  • casting time.
  • range.

  • componentsM
  • durationInstantaneous

(Narzedzia zlodziejow, narzedzia rzemieslnicze w uzywaniu ktorych bohater jest biegly lub dowolny przedmiot tchniety magia przez bohatera) Bohater moze uzywac zaklec poprzez swoje wynalazki
Bohater zna kilka sztuczek. Podczas zdobywania poziomu moze zmienic jedna sztuczke na inna ze swojej listy
Bohater moze miec przygotowane INTmod+lvl/2 zaklec. Po zakonczeniu dlugiego odpoczynku bohater moze zmienic przygotowane zaklecia uzywajac w/w przedmiotow w czasie 1 min za kazdy poziom zaklecia
DC=8+BP+INTmod
Spell attack mod=BP+INTmod
Moze wykonywac rytualy

Artificer 1st lvl class trait

Right Tool for the job

  • casting time1 hour
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Narzedzia zlodziejow, narzedzia rzemieslnicze w uzywaniu ktorych bohater jest biegly lub dowolny przedmiot tchniety magia przez bohatera) Wytwarza dowolne narzedzia rzemieslnicze. Narzedzia znikaja, gdy bohater wytworzy kolejny zestaw.

Artificer 3rd lvl class trait

Tool Expertise

  • casting time.
  • range.

  • components.
  • duration.

Zwieksza dwukrotnie BP podczas uzywania zestawow narzedzi

Artificer 6th lvl class trait

0 0
0 0
1 1
1 1
1 1
1 1
0 0
2 2
3 3

Flash of Genius

  • casting time1 reaction
  • range30 feet

  • components.
  • durationInstantaneous

Gdy bohater lub istota w zasiegu wykonuje rzut na umiejetnosc lub rzut obronny, moze dodac swoj INTmod do rzutu.
Umiejetnosci mozna uzyc INTmod razy, liczba ta odnawia sie po zakonczeniu dlugiego odpoczynku

Artificer 7th lvl class trait

Magic Item Adept

  • casting time.
  • range.

  • components.
  • duration.

Bohater moze dostroic maksymalnie 4 magiczne przedmioty
Produkcja przedmiotu magicznego pospolitego lub niepospolitego, zajmuje czterokrotnie mniej czasu.

Artificer 10th lvl class trait

Spell-Storing Item

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Prosta lub wojenna bron lub narzedzia rzemieslicze lub narzedzia zlodzieji lub przedmiot napelniony magia) Gdy bohater zakonczy dlugi odpoczynek, moze umiescic zaklecie pierwszego lub drugiego poziomu wymagajace uzycia akcji w wymienionym wyzej przedmiocie.
Istota uzywajaca przedmiotu moze rzucic to zaklecie, uzywajac akcji. Podczas wykonywania rzutow uzywa sie spell DC oraz spell attack mod tworzacego przedmiot.
Zaklec mozna uzyc maksymalnie 2xINTmod razy. Aby odnowic limit, nalezy ponownie uzyc umiejetnosci.

Artificer 11th lvl class trait

Magic Item Savant

  • casting time.
  • range.

  • components.
  • duration.

Bohater moze dostroic maksymalnie 5 magicznych przedmiotow
Dostrajajac przedmioty do siebie, bohater moze zignorowac ograniczenia rasy, klasy, zaklec i poziomu.

Artificer 14th lvl class trait

Magic Item Master

  • casting time.
  • range.

  • components.
  • duration.

Bohater moze dostroic maksymalnie 6 magicznych przedmiotow

Artificer 18th lvl class trait

Soul of Artifice

  • casting time.
  • range.

  • components.
  • duration.

Dodaje +1 do rzutow obronnych za kazdy dostrojony przedmiot
Gdy liczba HP bohatera spada do 0, ale nie zostanie natychmiast zabity, moze zakonczyc jedna z infuzji, aby utrzymac 1 HP

Artificer 20th lvl class trait

ABILITY SCORE

  • casting time.
  • range.

  • components.
  • duration.

+2 punkty postaci na 4,8,12,16 i 19 lvl

Artificer Class trait

PROFICIENCY BONUS

  • casting time.
  • range.

  • components.
  • duration.

lvl 1-4: +2
lvl 5-8: +3
lvl 9-12: +4
13-16: +5
lvl 17-20: +6

Artificer Class trait

INFUSIONS

  • casting time.
  • range.

  • components.
  • duration.

lvl 1: 0/0
lvl 2-5: 4/2
lvl 6-9: 6/3
lvl 10-13: 8/4
lvl 14-17: 10/5
lvl 18-20: 12/6

Artificer Class trait

4 4
5 5
6 6
7 7
8 8
9 9
0 0
0 0
0 0

Infuse Item

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Niemagiczny przedmiot zalezny od wybranej infuzji) Zmienia przedmiot w magiczny i nadaje mu wybrane wlasciwosci z tabeli
Jesli przedmiot bedzie wymagal dostrojenia do bohatera, dostraja sie on automatycznie. Jesli inna istota bedzie go uzywala, musi wykorzystac na dostrojenie cala krotka przerwe. Istota moze uzywac najwyzej trzech (roznych) dostrojonych przedmiotow jednoczesnie.
Dostrojenie zostaje przerwane, gdy przedmiot znajduje sie ponad 100 stop od bohatera przez co najmniej 24 godzinny.
Ilosc znanych infuzji zalezy od poziomu bohatera.
Gdy bohater zdobywa poziom, moze wymienic jedna dostepnych z infuzji na inna.
Infuzje zostaja przerwane INTmod dni po smierci bohatera lub gdy bohater wymieni infuzje na inna.
Gdy bohater probuje wykonac infuzje w ilosci powyzej limitu, najstarsza infuzja zostaje przerwana.

Artificer 2nd lvl class trait

CANTRIPS

  • casting time.
  • range.

  • components.
  • duration.

1-9 lvl: 2
10-13 lvl: 3
14-20 lvl: 4

Artificer Class trait

Spell slots

  • casting time.
  • range.

  • components.
  • duration.

2 - - - -
2 - - - -
3 - - - -
3 - - - -
4 2 - - -
4 2 - - -
4 3 - - -
4 3 - - -
4 3 2 - -
4 3 2 - -
4 3 3 - -
4 3 3 - -
4 3 3 1 -
4 3 3 1 -
4 3 3 2 -
4 3 3 2 -
4 3 3 3 1
4 3 3 3 1
4 3 3 3 2
4 3 3 3 2

Artificer Class trait

Tool Proficiency

  • casting time.
  • range.

  • components.
  • duration.

Daje bieglosc w uzywaniu narzedzi kowalskich. Jesli bohater byl juz biegly w ich uzywaniu, daje bieglosc w uzywaniu innych narzedzi rzemieslniczych

Artificer (Battle Smith) 3rd lvl subclass trait

Battle Smith's Spells

  • casting time.
  • range.

  • components.
  • duration.

Bohater ma zawsze przygotowane zaklecia:
3rd lvl: Heroism, Shield
5th lvl: Branding Smite, Warding Bond
9th lvl: Aura of Vitality, Conjure Barrage
13th lvl: Aura of Purity, Fire Shield
17th lvl: Banishing Smite, Mass Cure Wounds

Artificer (Battle Smith) 3rd lvl subclass trait

Battle ready

  • casting time.
  • range.

  • components.
  • duration.

Daje bieglosc w uzywaniu broni wojennych.
Gdy bohater uzywa magicznej broni, moze uzyc rzutu na INT zamiast DEX/STR, aby obliczyc celnosc i obrazenia

Artificer (Battle Smith) 3rd lvl subclass trait

Steel Defender

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Uzywajac narzedzi kowalskich) Bohater moze stowrzyc stalowego obronce na koniec dlugiego odpoczynku. Jesli gracz posiada juz jednego stalowego obronce, pierwszy zostaje zniszczony.
Stalowy obronca ma taka sama inicjatywe, jak bohater, a jego tura jest bezposrednio po turze bohatera.
Bohater moze uzyc bonusowej akcji, aby wydawac polecenia Stalowemu obroncy. W innym przypadku Obronca wylacznie chodzi i wykonuje uniki, chyba ze bohater jest obezwladniony.
Zaklecie Mending przywraca obroncy 2d6 HP.
Jesli od zniszczenia obroncy minela maksymalnie godzina, bohater moze naprawic go uzywajac narzedzi kowalskich i spell slot co najmniej 1 poziomu. Naprawa trwa 1 minute.
Obronca zostaje zniszczony, gdy bohater zginie.

Artificer (Battle Smith) 3rd lvl subclass trait

Extra Attack

  • casting time.
  • range.

  • components.
  • duration.

Bohater atakuje dwukrotnie, jesli wybierze opcje ataku

Artificer (Battle Smith) 5th lvl subclass trait

Arcane Jolt

  • casting time.
  • range.

  • components.
  • duration.

Gdy bohater trafi cel magiczna bronia lub gdy stalowy obronca trafi cel, moze wyprowadzic magiczny wstrzas, aby uzyskac jeden z ponizszych efektow:
-Cel otrzymuje dodatkowe 2d6 (4d6 od 15lvl) force damage
-Uzdrawia jedna istote w zasiegu 30 stop od celu za 2d6 (4d6 od 15lvl) HP.
Efektu mozna uzyc raz na ture, maksymalnie INTmod na dobe - uzycia odzyskuje sie po dlugiej przerwie.

Artificer (Battle Smith) 9th lvl subclass trait

1 1
0 0
0 0
2 2
2 2
2 2
3 3
2 2
4 4

Magic Initiate

  • casting time.
  • range.

  • components.
  • duration.

Bohater otrzymuje 2 zaklecia poziomu 0 z wybranej listy (Arcane/Primal/Divine)
Bohater otrzymuje 1 zaklecie I poziomu z tej listy. Zaklecie to zawsze jest przygotowane. Moze ono zostac uzyte raz dziennie bez zuzycia slota.
Gdy bohater otrzymuje lvl, moze wymienic jedno z zaklec na inne zaklecie tego samego poziomu z tej samej listy.

Feat Feat

Dwarven Resistance

  • casting time.
  • range.

  • components.
  • duration.

Daje odpornosc na trucizne. Daje ulatwienie do szansy unikciecia obrazen od trucizny badz zakonczenia ich.

Dwarf Race trait

Dwarven Toughness

  • casting time.
  • range.

  • components.
  • duration.

+1HP/lvl

Dwarf Race trait

Forge Wise

  • casting time.
  • range.

  • components.
  • duration.

Daje bieglosc w uzywaniu dwoch zestawow z ponizszych:
Narzedzia jubilera, Narzedzia murarza, Narzedzia kowala, Narzedzia majsterkowicza

Dwarf Race trait

Stonecunning/Tremmorsense

  • casting time1 bonus action
  • range60 feet

  • components-
  • duration10 minutes

Wykrywa obecnosc i polozenie istot, w tym istot niewidzialnych, bedacych na tym samym kamiennym podlozu. Mozna uzyc BP razy na dobe.

Dwarf Race trait

Wieczny czeladnik

  • casting time.
  • range.

  • components.
  • duration.

Daje:
3 punkty umiejetnosci
2 bieglosci w umiejetnosciach
Bieglosc w uzywaniu 1 zestawu narzedzi
Znajomosc 1 jezyka
50 GP

Background Background

Darkvision

  • casting time.
  • range60 feet

  • components.
  • duration.

Pozwala widziec w przycmionym swietle, jakby to bylo jasne swiatlo oraz w ciemnosci, jakby to bylo przycmione swiatlo

Dwarf Race trait

Dagger

  • casting time.
  • range20/60 feet

  • components.
  • duration.

1d4 piercing damage - Finesse, Light, Thrown

EQ Equipment

Studded leather armor

  • casting time.
  • range.

  • components.
  • duration.

AC=12+DEXmod

EQ Equipment

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Shield

  • casting time.
  • range.

  • components.
  • duration.

+2AC

EQ Equipment

Backpack

  • casting time.
  • range.

  • components.
  • duration.

5 kartek papieru
Racje (10d)
Waterskin
Spiwor
Mechanizmy, zebatki, skorzane paski, sprezynki, miedziane druty, na wpol zlozone i porzucone nakrecane mechanizmy, dzialajace male mechaniczne pszczoly, osy, mrowki i szerszenie, chodzace po bohaterze i, czasem, wznoszace sie wokol.
Troche skladnikow alchemicznych.

EQ Equipment

Tinker's tools

  • casting time.
  • range.

  • components.
  • duration.

Pilki
Srubokrety
Klucze
Maly zakraplacz oleju
gumowe rurki

Historia: Bohater moze okreslic wiek i pochodzenie obiektu nawet, gdy pozostalo tylko kilka kawalkow oryginalu
Dochodzenie: Podczas ogledzin zniszczonego przedmiotu, bohater dowiaduje sie kiedy zostal zniszczony i jak
Repair: Przywraca 10HP obiektowi za 1h pracy. Wymaga dostepu do materialow. Do metalu, wymaga otwartego ognia, by zmiekczyc metal.
Tymczasowo napraw zuzyte urzadzenie: DC10
Napraw przedmiot w polowe wymaganego czasu: DC15
Zaimprowizuj tymczasowy przedmiot za pomoca zlomu: DC20

EQ Equipment

Jeweler's tools

  • casting time.
  • range.

  • components.
  • duration.

Mala pilka
mlotek
Pilniki
Szczypce
Pincety

Arcana: Daje wiedze na temat uzycia klejnotow do magii
Investigation: Pozwala na poznawanie dodatkowych wskazowek podczas ogledzin wysadzanych klejnotami przedmiotow
Identify gems: Pozwala na rozpoznawanie klejnotow i okreslanie ich wartosci
Zmiana wygladu klejnotu: DC15
Okreslenie historii klejnotu: DC20

EQ Equipment

Smith's tools

  • casting time.
  • range.

  • components.
  • duration.

Mloty
Szczypce
Wegiel drzewny
Szmaty
Oselka

Arkana i Historia: Zwieksza wnikliwosc podczas badania metalowych przedmiotow
Dochodzenie: Pozwala na zauwazanie wskazowek i wyprowadzanie wnioskow latwiej od innych podczas ogledzin wyrobow metalowych
Naprawa: Majac dostep do ognia, bohater moze naprawic 10HP obiektu na kazda godzine pracy
Naostrzenie tepego ostrza: DC10
Napraw odzienie lub zbroje: DC15
Rozerwanie niemagicznego, metalowego przedmiotu: DC15.

EQ Equipment

Cook's utensils

  • casting time.
  • range.

  • components.
  • duration.

Metalowy garnek
Noze
Widelce
Lyzka do mieszania
Chochla

Historia: Pozwala na odtworzenie spolecznych przyzwyczajen dotyczacych jedzenia
Medycyna: Pozwala na poprawienie smaku lekarstw
Przetrwanie: Pozwala na uzycie skladnikow, ktorych nie mogliby uzyc inni
Przygotowywanie posilkow: Podczas krotkiej przerwy, moze przygotowac smaczny posilek. Bohater i do 5 innych istot przywracaja dodatkowe 1HP za kazda uzyta podczas krotkiej przerwy Hit Die
Stworz typowy posilek: DC10
Skopiuj potrawe: DC10
Wykryj trucizne badz zanieczyszczenia w jedzeniu: DC15
Stworz posilek dla smakoszy: DC15

EQ Equipment

Alchemist's supplies

  • casting time.
  • range.

  • components.
  • duration.

Dwie szklane zlewki
Metalowa ramka do trzymania zlewki nad otwartym ogniem
Bagietka
Mozdzierz i pistel
Woreczek ze skladnikami alchemicznymi

Arkana: Pozwala na zdobycie wiecej informacji na temat mikstur i podobnych materialow
Dochodzenie: Daje dodatkowy wglad na temat substancji
Alchemiczne wytwarzanie: Pozwala na zbieranie skladnikow, 50gp za 1lb. Podczas dlugiego odpoczynku, moze stworzyc dawke kwasu, ognia alchemicznego, antytoksyny, oleju, perfum, mydla, odejmujac polowe wartosci przedmiotu od posiadanych materialow.
Stworz gesty dym: DC10
Rozpoznaj trucizne: DC10
Rozpoznaj substancje: DC15
Wzniec ogien: DC 15
Neutralizuj kwas: DC20

EQ Equipment

Boots of winding path

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Para butow) Wymaga dostrajania

Noszac te buty, istota moze teleportowac sie o 15 stop do miejsca, w ktorym juz znajdowal sie podczas tej tury, jako bonusowa akcja.

Artificer 6th level Infusion

Radiant Weapon

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Prosta lub wojenna bron) Wymaga dostrajania

Przedmiot posiada 4 ladunki. Odzyskuje 1d4 ladunki o swicie
+1 do rzutu na atak i obrazenia od tej broni.
Uzywajacy moze wykorzystac akcje bonusowa, by bron wytworzyla jaskrawe swiatlo w promieniu 30ft i przycmione swiatlo w promieniu kolejnych 30ft. Swiatlo moze zostac zgaszone przy uzyciu bonusowej akcji.
Gdy bohater jest trafiony atakiem, moze wykorzystac reakcje i 1 ladunek, aby oslepic atakujacego przeciwnika, o ile nie uda mu sie rzut obronny (CON) przeciw spell save DC wytwarzajacego.

Artificer 6th level Infusion

0 0
0 0
0 0
0 0
0 0
0 0
0 0
2 2
2 2

Repulsion Shield

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Tarcza) Wymaga dostrajania

+1 AC.
Tarcza ma 4 ladunki.
Bohater moze uzyc ladunku jako reakcje na bycie trafionym atakiem wrecz, by odepchnac atakujacego na 15ft.
Tarcza odzyskuje 1d4 ladunkow o zmierzchu

Artificer 6th level Infusion

Resistant Armor

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Ubranie lub zbroja) Wymaga dostrajania

Daje odpornosc na jeden z typow obrazen, wybierany przy tworzeniu przedmiotu:
Acid, Cold, Fire, Force, Lightning, Necrotic, Poison, Psychic, Radiant, Thunder.

Artificer 6th level Infusion

Self-Refueling Ring

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Pierscien) Wymaga dostrajania
Pierscien moze zostac uzyty, by odzyskac 1 spell slot
Odzyskuje te wlasciwosc o swicie

Artificer 6th level Infusion

Helm of Awareness

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Helm) Wymaga dostrajania
Podczas noszenia tego helmu, istota ma przewage w rzucie na inicjatywe.
Istota nie moze zostac zaskoczona

Artificer 10th level Infusion

Arcane Propulsion Armor

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Ubranie lub zbroja) Wymaga dostrajania.

Szybkosc +5ft
Rekawice, w poslugiwaniu sie ktorymi noszacy zawsze ma bieglosc, dajace 1d8 force damage wrecz lub rzucone (20/60). Rzucone natychmiast wracaja do istoty.
Zbroja nie moze zostac zdjeta wbrew woli noszacego.
Zbroja zastepuje utracone konczyny

Artificer 14th level Infusion

Steel Defender

  • casting time.
  • range.

  • components.
  • duration.

Rozmiar: Medium
Typ: Konstrukt


KP: 15 (+2 na lvl 15)
HP: 2+INTmod gracza+5*lvl bohatera
HP dice: 1d8/lvl bohatera
Walking speed: 40ft

STR: 14(+2)
DEX: 12(+1)
CON: 14(+2)
INT: 4(-3)
WIS: 10(0)
CHA: 6(-2)

Saving throw: DEX+1+Prof

Artificer Construct

Homunculus

  • casting time.
  • range.

  • components.
  • duration.

Rozmiar: Tiny
Typ: Konstrukt

KP: 13
HP: 1+INTmod gracza+lvl bohatera
HP dice: 1d4/lvl bohatera
Walking speed: 20ft
Flying speed: 30ft.

STR: 4(-3)
DEX: 15(+2)
CON: 12(+1)
INT: 10(0)
WIS: 10(0)
CHA: 7(-2)

Saving throw: DEX+2+Prof.
Umiejetnosci:
Active perception: +2PB
Passive perception: 10+2PB
Stealth: +2+PB
Darkvision 60ft.

Immunity to poison, exhaustion.


Evasion:
Jesli homonculus moze wykonac rzut na DEX w celu unikniecia polowy zadanych obrazen, unika ich calkowicie, gdy uda mu sie rzut obronny lub otrzymuje jedynie polowe, jesli nie uda mu sie rzut obronny.

Akcje:
Dodge

Force Strike:
Ranged Weapon Attack:
spell modifier gracza na trafienie
Zasieg: 30/30.
Obrazenia: 1d4+PB force.

Reakcje:
Channel Magic:
Jesli znajduje sie w zasiegu 120ft od bohatera, moze przekazac zaklecie, ktore rzuca on na zasieg dotyku.

Udzwig: 30lbs
Pchniecie, pociagniecie, podniesienie: 60lbs

Artificer Construct

Homunculus Servant

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

(Klejnot lub krysztal wart co najmniej 100GP.) Tworzy homunculusa.
Bohater wybiera wyglad homunculusa.
Homunculus dzieli rzut na inicjatywe z bohaterem i ma ture zaraz potem.
Bohater moze wykorzystac bonusowa akcje, by wydac polecenia homunculusowi, w przeciwnym razie w czasie walki wykonuje tylko ruch, uniki i reakcje, chyba ze gracz jest obezwladniony.
Zaklecie mending przywraca homunculusowi 2d6 HP.
Gdy homunculus zginie, pozostaje po nim jedtnie klejnot lub krysztal

Artificer 2nd level Infusion

.

  • casting time.
  • range.

  • components.
  • duration.

.

. .

2 2
2 2
2 2
3 3
4 4
1 1
1 1
1 1
1 1

Silent Image

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Odrobina runa

Tworzy obraz obiektu, istoty lub innego widzialnego zjawiska niewiekszego niz szescian o boku 15ft. Obiekt jest wylacznie hologramem, nie towarzysza mu inne zjawiska.
Bohater moze uzyc akcji, aby poruszyc obiektem do dowolnego miejsca w zasiegu zaklecia. Obiekt wyglada wowczas, jakby sie przemieszczal, np toczy sie lub porusza nogami.
Iluzja jest niematerialna, przedmioty przenikaja przez nia.
Istota moze uzyc akcji, aby zbadac obiekt - wykonuje wowczas rzut na INT (Dochodzenie) przeciw spell save DC bohatera. Po udanym rzucie, istota widzi poprzez iluzje.

Arcane 1st level Illusion

Sleep

  • casting time1 action
  • range90 feet

  • componentsV, S, M
  • duration1 minute

odrobine drobnego piasku, platki rozy albo swierszcz

Magicznie usypia istoty.
Rzuc 3d8+2d8/spell lvl - wynik oznacza, jak wiele istot moze dotknac efekt. Efekt dotyka istoty w zasiegu 20ft, jako pierwsze te, ktore posiadaja najmniej HP, nastepnie w rosnacej kolejnosci az do limitu. Jesli liczba HP istoty przewyzsza pozostaly limit, nie zostaje ona poddana efektowi.
Dotkniete efektem istoty staja sie nieprzytomne do konca dzialania zaklecia, otrzymania obrazen lub dokad ktos nie uzyje akcji, by je obudzic potrzasnieciem lub spoliczkowaniem.
Nieumarli i istoty niewrazliwe na zauroczenie nie sa podatne na to zaklecie.

Arcane 1st level Enchantment

Tasha's Hideous Laughter

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

male tarty i pioro falujace w powietrzu

Istota w zasiegu, ktora bohater widzi uwaza wszystko wokol za niesamowicie zabawne i wybucha smiechem pod wplywem zaklecia. Istota musi wykonac skuteczny WIS save albo upada, zostaje obezwladniona i nie moze wstac przez czas zaklecia. Zaklecie nie dziala na istoty o inteligencji 4 lub mniej.
Na koniec kazdej swojej tury oraz za kazdym razem, gdy otrzyma obrazenia, istota wykonuje WIS save (z ulatwieniem, gdy otrzyma obrazenia). Jesli rzut obronny powiedzie sie, zaklecie zostaje przerwane.

Arcane 1st level Enchantment

Tenser's Floating Disc

Arcane 1st level Conjuration

Unseen Servant

Arcane 1st level Conjuration

Witch Bolt

Arcane 1st level Evocation

Burning Hands

Arcane 1st level Evocation

Charm Person

Arcane 1st level Enchantment

Chromatic Orb

Arcane 1st level Evocation

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Comprehend Languages

Arcane 1st level Divination

Dissonant whispers

Arcane 1st level Enchantment

Find Familiar

Arcane 1st level Conjuration

Fog Cloud

Arcane 1st level Conjuration

Hellish Rebuke

Arcane 1st level Evocation

Hex

Arcane 1st level Enchantment

Illusory script

Arcane 1st level Illusion

Mage Armor

Arcane 1st level Abjuration

Protection from Evil and Good

Arcane 1st level Abjuration

1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1
1 1

Arms of Hadar

Arcane 1st level Conjuration

Armor of Agathys

Arcane 1st level Abjuration

Replicate Magic Item

  • casting timelong rest
  • rangeTouch

  • componentsM
  • durationInstantaneous

Uzywajac infuzji, bohater moze skopiowac przedmiot magiczny.
Tej infuzji mozna uczyc sie kilka razy, za kazdym razem wybierajac inny przedmiot.

Artificer 2nd level Infusion

Unarmed Strike

Artificer

1 1
1 1
1 1
0 0