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Fire Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

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

Artificer,- Cantrip

Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 Round

You touch one willing creature. Once before the spell ends,the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Artificer,, Divination Cantrip

Healing Word

  • casting time1 bonus action
  • range60 Feet

  • componentsV
  • durationInstantaneous

A creatuer of your choice that you can see within range regains hit points equal to 1d4 + 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 increass by 1d4 for each slot level above 1st.

Artificer, 1st Level Alchemist Prepped Spell

Ray of Sickness

  • casting time1 action
  • range60 feet

  • componentsV S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a Con sav throw. On a failed save it is also poisoned until the end of your next turn.

Artificer, 1st Lvl Prepped Spell

Melf's Acid Arrow

  • casting time1 Action
  • range90 Feet

  • componentsV S M
  • durationInstantaneous

A shimmering reen arrow streaks toward a target within range and bursts in a spray of acid. Make a ranged spell attack agaisnt 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 for acid with half as much of the initial damage and no damage at the end of its next turn

Artificer, 2nd Level Prepped Spell

Flaming Sphere

  • casting time1 Action
  • range60 Feet

  • componentsV S M
  • durationConcentration, up to 1 Minute

A 5 ft diamaeter sphere of fire appears in an unoccupied space of yoru choice within range and lasts for the duration. Any creature that ends its turn within 5 feet of the sphere must make a Dex save throw. The creature takes 2d6 fire damage on a failed save, or half as much on a successful save.
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.

Artificer 2nd Lvl Prepped Spell

Cure Wounds

  • casting time1 Action
  • rangeTouch

  • componentsV S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + 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 1d8 for each slot level above 1st.

Artificer, 1st Lvl Evocation

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