If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips.
You learn how to produce exactly the tool you need: with thieves’ tools or artisan’s tools in hand, you can create one set of artisan’s tools in an unoccupied space within 5 feet of you. This creation requires 1 hour of uninterrupted work, which can coincide with a short or long rest. The tools are nonmagical, and they vanish when you use this feature again.
Being within 5 feet of a hostile creature doesn’t impose disadvantage on your ranged attack rolls.
You know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest, you can use woodcarver’s tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
(4 Uses) Starting at 7th level, you gain the ability to come up with solutions under pressure. 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 Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.
You can make an opportunity attack when a hostile creature that you can see moves out of your reach. To make the opportunity attack, you use your reaction to make one melee attack against the provoking creature. The attack occurs right before the creature leaves your reach
(Part 2 of 2) -Flamethrower: The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a DEX saving throw against your spell save DC, taking 2d8 fire damage on a failed save or half as much on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
-Force Ballista: Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
-Protector: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points equal to 1d8 + your Intelligence modifier (minimum of +1).
(1d8 + 3 Piercing Damage) Proficiency with a light crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Needs both hands to operate and bolt ammunition.
(4 Uses) You learn how to invest a spark of smarts into mundane objects. To use this ability, you must have tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following properties of your choice:
-The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
-Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
-The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.
The chosen property lasts indefinitely. As an action, you can touch the object and end the property early. You can tinker multiple objects, touching one object each time you use this feature, though a single object can only bear one property at a time. If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.
(3d8 Force Damage, DEX Save 16) As an action, you can command the cannon to detonate if you are within 60 feet of it.
Doing so destroys the cannon and forces each creature within 20 feet of it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.
(Part 1 of 2) Take an action to create a Small or Tiny cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand. Once you create a cannon, you can’t do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one cannon at a time and can’t create one while your cannon is present. The cannon has an AC of 18 and 50 HP. It is immune to poison and psychic damage. It has a +0 on saves and checks. If the mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.
Select Part 2 for the Types of Cannons you can Make.
(1d4 + 3 Piercing Damage) Proficiency with a dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Finesse, Light, Thrown
(1d8 + 3 Piercing Damage) You have found a combination of nitrates, sulfurs, and salts that create a powerful explosion. Then you thought, what if I put this down a metal tube and pointed it at a motherfucker?
Reload: You must have metal pellets and can fire as an action, but must use a bonus action to reload.
Explosive. Upon a hit, everything within 1 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost.
(Materials: A tiny fan or a large feather, 3d8 Bludgeoning Damage) A wall of strong wind rises from the ground at a point you choose within range. You can make the wall up to 50' long, 15' high, and 1' 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.
You have fastened together a set of magical wings and plants that offer great drag and airforce when swung properly.
(Materials: a tiny ball of bat guano and sulfur, DEX Save 16,
8d6 Fire Damage) A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point 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.
This is absolutely just an explosive molotov cocktail, the best cocktail.
(2d6 (x3) Fire Damage) You set up a few pieces of glass that funnel light and energy to 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.
(Materials: a chip of mica, CON. Save 16, 3d8 Thunder Damage) 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 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
Is this different than the other expulso spell? Hopefully no one notices.
(Materials: piece of iron and a flame, 2d8 Fire Damage) You found a way to rapidly heat up metal through a magnifying glass. Saying the spell's name makes it official.
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 level above 2nd.
(Materials: tea leaves or coffee beans) You give a creature a little boost. Choose one of the following effects, the target gains that effect until the side effects wear off.
-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.
Can Target More creatures when upcasting.
(+5 Bonus to Armor Class) This shield acts as an electromagnetic/conductor pulse that pulls away magic from a target.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from Bombarda (magic missile).
(CON Save 16, 2d8 Thunder Damage) You smash some cymbals or pans together and create a deafening sonic boom.
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.
At Higher Levels. When you clash the cymbals using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
(Materials: two lodestones) You are quite handy and can repair a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
(1d6 + 4 Bludgeoning Damage) You know your words don't affect anything as a squib, but saying it before shooting it makes it better.
You modify one to three pebbles and imbue them with alchemy. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
(2d8 Lighting Damage) You have learned how to channel static into a charge. Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target. You have advantage on the attack roll if the target is wearing armor made of metal. On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You collect the proper ingredients to offer a layer of protection of our choice.
For the duration, the willing creature you touch has resistance to one damage type of your choice: acid, cold, fire, lightning, or thunder.
(Materials: a short reed or piece of straw) You know which magical plants are best for siphoning oxygen from water.
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.
(Materials: a pinch of dried carrots) You made night-vision goggles using your Dad's smithy tools.
You give a willing creature the ability to see in the dark. For the duration, that creature has dark-vision out to a range of 60 feet.
(Materials: lemon, vinegar, boiling water, and/or salt and spices) All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Good thing you have a basic knowledge to wash your hands and clean your workspace.
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 object 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.
This is an enchanted looking glass that Godrick altered to help you see magic more clearly.
(Materials: 25 feet of rope, Dex Save 16) This is just a trap you laid carefully, but you said some magic words just to make it seem better. You use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish, the rope is camouflaged.
This trap is nearly invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small --> Large creature moves onto the ground or the floor in the radius. That creature must succeed on a Dex saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A trapped creature can make a Dex saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Int (Arcana) check against your spell save DC. On a success, the restrained effect ends.
(Materials: a bit of pork rind or butter, Dex Save 16) Slick grease covers the ground in a 10-foot square centered on a point within range and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.