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Ray of Sickness

  • casting time 1 Action
  • range 60 Feet

  • components V S
  • duration Instantaneous

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 Save. On fail, it is also poisoned until the end of your next turn

At Higher Levels: When you cast this spell using a spell slot of 2nd Lvl or higher, the damage increases by 1d8 for each slot lvl about 1st.

Alchemist Prepped Spell

Melf's Acid Arrow

  • casting time 1 Action
  • range 90 Feet

  • components V S M
  • duration Instantaneous

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.

Alchemist Prepped Spell

Flaming Sphere

  • casting time 1 Action
  • range 60 Feet

  • components V S M
  • duration Conc, Up to 1 Min

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice within range. 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 damage on a successful one.
As a bonus action, you can move the sphere up to 30 ft. If you ram the sphere into a creature, that creature must make the save throw against the sphere's damage, and the sphere stops moving this turn.
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.

Alchemist Prepped Spell

Healing Word

  • casting time 1 Bonus Action
  • range 60 Feet

  • components V
  • duration Instantaneous

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.

Alchemist Prepped Spell

Aid

  • casting time 1 Action
  • range 30 Feet

  • components VSM
  • duration 8 Hours

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.

Artificer 2nd Lvl Abjuration

Web

  • casting time 1 Action
  • range 60 Feet

  • components VSM
  • duration Conc, Up To 1 Hour

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 or layered across a floor, wall or ceiling, the conjure web collapses on its, and the spell ends at the start of your next turn. Webs layers over a flat surface have a depth of 5 feet.

Each creature that starts its turn in a web or that enters them during its turn must make a Dex save. On a failed save, the creature is restrained as long as it remains in the web or until it breaks free.

A creature restrained by the webs can use its action to make a STR check against your spell save DC. If it succeeds, it is no longer restrained.
The webs are flammable. Any 5 floor 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.

Artificier 2nd Lvl Conjuration

See Invisibility

  • casting time 1 Action
  • range Self

  • components VSM
  • duration 1 Hour

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

Artificer 2nd Lvl Divination

Lesser Restoration

  • casting time 1 Action
  • range Touch

  • components VS
  • duration Instant

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

Artificer 2nd Lvl Abjuration

Feather Fall

  • casting time 1 Reaction
  • range 60 Feet

  • components VM
  • duration 1 Min

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

Artificer 1st Lvl Transmutation

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Cure Wounds

  • casting time 1 Action
  • range Touch

  • components VS
  • duration Instant

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

Detect Magic

  • casting time 1 Action
  • range Self

  • components VS
  • duration Conc, Up to 10 Min

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or objection in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead or 3 feet of wood or dirt

Artificer 1st Lvl (Ritual)

Guidance

  • casting time 1 Action
  • range Touch

  • components VSM
  • duration 1 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

Firebolt

  • casting time 1 Action
  • range 120 Feet

  • components VS
  • duration Instant

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

Right Tool for the Job

  • casting time
  • range

  • components
  • duration

With tinker’s tools, you can magically create one set of artisan’s tools in an unoccupied space within 5 feet. 1 hour cast time. Tools vanish when spell used again.

Artificer Ability

Tool Expertise

  • casting time
  • range

  • components
  • duration

Prof bonus is doubled for any ability check you make that uses your proficiency with a tool

Artificer Ability

Flash of Genius

  • casting time
  • range

  • components
  • duration

When you or another creature you can see within 30 feet of you makes an ability check or a saving throw, you can use your reaction to add your Int mod to roll. You can use this feature as many times as your Int Mod (4). Regain after long rest.

Artificer Ability

Alchemical Savant

  • casting time
  • range

  • components
  • duration

When casting a spell using alchemist’s supplies as the spellcasting focus, you gain a bonus to one roll of the spell. That roll must restore hit points or be damage roll that deals acid, fire, necrotic, or poison damage, and the bonus equals your Int Mod (4)

Artificer Ability

Experimental Elixir

  • casting time Long Rest
  • range

  • components
  • duration

(Alchemist Supplies, Empty Flask) After a long rest, yo can magically produce an experimental elixir in an empty flask you touch. Roll on the Experimental Elixir table for the effect. As an action, a creature may drink the elixir or administer it to an incapacitated creature

2 flasks may be prepared at level 6, and 3 at level 15.


D6
1 - Healing
2 - Swiftness
3 - Resilience
4 - Boldness
5 - Flight
6- Transformation

Artificer Ability

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Magical Tinkering

  • casting time
  • range

  • components
  • duration

(Tinker's Tools/Other Artisan's Tools) Invest a spark of magic into a tiny mundane object. Choose from the following:

-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet

-The Object can emit a recorded message when tapped, that can be heard 10 feet away. 6 Second recording

-The Object emits an odor or nonverbal sound. Perceivable up to 10 feet away

-Static visual effect. Can be a picture, up to 25 words, lines and shapes, or a mixture of these elements.

Max number of objects = Int Modifier.

Artificer Ability

Boots of the Winding Path

  • casting time
  • range

  • components
  • duration

(Boots, Requires Attunement) While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see.

The creature must have occupied that space at some point during the current turn.


Attuned to: _______

Artificer Infusion

Enchanced Defense

  • casting time
  • range

  • components
  • duration

(A suit of armor or a shield) A creature gains a +1 bonus to Armor Class where wearing (armor) or wielding (shield) the infused item.
The bonus increases to +2 when you reach 10th level in this class

Artificer Infusion

Enchanced Arcane Focus

  • casting time
  • range

  • components
  • duration

(A rod, staff, or want (requires attunement)) While holding this item, a creature gains a +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attach.

The bonus increases to +2 when you reach 10th level in this class.


Attuned to ___________

Artificer Infusion

Enhanced Weapon

  • casting time
  • range

  • components
  • duration

(A simple or Martial Weapon) This magic weapon grants a +1 bonus to attack and damage rolls made with it.

The bonus increases to +2 when you reach 10th level in this class

Artificer Infusion

Bag of Holding

  • casting time
  • range

  • components
  • duration

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Artificer Wonderous Magic Item

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