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Tiny Servant

  • casting time 1 minute
  • range Touch

  • components V, S
  • duration 8 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 HP. See the stat block (XGE p169) for its statistics. As a bonus action, you can mentally command the creature if it is within 120ft 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 it complete. When the creature drops to 0 HP, 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 each slot level above 3rd.

Artificer 3rd level Transmutation

Bigby's Hand [1/3]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentratio 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 Str of 26 (+8) and a Dex 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 Str contested by the Str (Athletics) check of the target. If the target is Medium or smaller you have advantage on the

Artificer 5th level Evocation

Bigby's Hand [2/3]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentratio up to 1 minute

an eggshell and a snakeskin glove

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 Str 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 Str score is less than or equal to the hand's Str score. If its Str score is higher than the hand's Str score the target can move

Artificer 5th level Evocation

Bigby's Hand [3/3]

  • casting time 1 action
  • range 120 feet

  • components V, S, M
  • duration Concentratio up to 1 minute

an eggshell and a snakeskin glove

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

Snare

  • casting time 1 minute
  • range Touch

  • components S, M
  • duration 8 hours

25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly invisible, requiring a successful Int (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a Dex saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or on the floor. The creature is restrained there until the spell ends. A restrained 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 retrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.

Artificer 1st level Abjuration

Animate Objects [1/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration 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 Str and Dex determine by its size. Its Con is 10 and its Int and Wis are 3 and its Cha is 1. Its speed is 30 feet if the objects lack legs or other appendages it can use for

Artificer 5th level Transmutation

Animate Objects [2/2]

  • casting time 1 action
  • range 120 feet

  • components V, S
  • duration Concentration up to 1 minute

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

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