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Fire Bolt

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or an 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 starts burning if it isn’t being worn or carried.
Cantrip Upgrade. The damage increases by 1d10 when you reach level 5 (2d10), 11 (3d10), and 17 (4d10).

Artificer Evocation Cantrip

Frostbite

  • casting timeAction
  • range60 feet

  • componentsV, S
  • durationInstantaneous

You cause numbing frost to form on one creature that you can see within range. The target must make a Constitution saving throw. On a failed save, the target takes 1d6 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
The spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer Evocation Cantrip

Alarm (Ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a bell and silver wire

You set an alarm intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is audible or mental:
Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.
Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.

Artificer 1st Level Abjuration

Assisted Aim

  • casting timeAction
  • range30 feet

  • componentsV, S
  • duration1 minute

You invigorate up to three creatures within range with improved accuracy. Each targeted creature gains +1 to hit for all ranged weapon attacks they make. Additionally, targeted creatures may double the normal and long range of weapons they are wielding.
Using Higher-Level Spell Slot.When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Grim Hollow 1st Level Enchantment

Cure Wounds

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot.The healing increases by 2d8 for each spell slot level above 1.

Artificer 1st Level Abjuration

Detect Magic (Ritual)

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.
The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Artificer 1st Level Divination

Disguise Self

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself-including your clothing, armor, weapons, and other belongings on your person-look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. Otherwise, the extent of the illusion is up to you.

The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Artificer 1st Level Illusion

Expeditious Retreat

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

Artificer 1st Level Transmutation

Faerie Fire

  • casting timeAction
  • range60 feet

  • componentsV
  • durationConcentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have advantage if the attacker can see it.

Artificer 1st Level Evocation

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False Life

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a drop of alcohol

You gain 2d4+4 Temporary Hit Points.
Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Artificer 1st Level Necromancy

Feather Fall

  • casting timeReaction, which you take when you or a creature you can see within 60 feet of you falls
  • range60 feet

  • componentsV, M
  • duration1 minute

a small feather or piece of down

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 a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Artificer 1st Level Transmutation

Grease

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • duration1 minute

a bit of pork rind or butter

Nonflammable 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 have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Artificer 1st Level Conjuration

Identify (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth 100+ GP

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them,whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Artificer 1st Level Divination

Intanglio (Ritual)

  • casting timeAction
  • range5 feet

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

a quill or a vial of ink

You transform a piece of parchment into a duplicate of a text or symbol. While concentrating on this spell, you can use an action to trace your hand over any non-magical text or imagery on a surface within range. You imprint the text or imagery onto parchment you provide, choosing how to resize crop it. This spell copies a single page with each action, and cannot copy sections larger than 9x12 inches at a time. When copying a spell book, you can do so using the same method as you would replace a spell book, except the time and gp requirements are both halved.

Grim Hollow 1st Level Transmutation

Jump

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper’s hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Artificer 1st Level Transmutation

Longstrider

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.

Using a Higher-level Spell Slot.You can target one additional creature for each spell slot level above 1.

Artificer 1st Level Transmutation

Purify Food and Drink (Ritual)

  • casting timeAction
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Artificer 1st Level Transmutation

Sanctuary

  • casting timeBonus Action
  • range30 feet

  • componentsV, S, M
  • duration1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect. The spell ends if the warded creature makes an attack roll, cast a spell, or deals damage.

Artificer 1st Level Abjuration

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Tasha's Caustic Brew

  • casting timeAction
  • rangeSelf (30-foot line)

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

a bit of rotten food

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Artificer 1st-level evocation

Shield

  • casting timeReaction, which you take when you are hit by an attack roll or targeted by the Magic Missile spell
  • rangeSelf

  • componentsV, S
  • duration1 round

An imperceptible barrier of magical force 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 Magic Missile.

Artificer (Artillerist) 1st Level Abjuration

Thunderwave

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes 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, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Using a Higher-level Spell Slot.The damage increases by 1d8 for each spell slot level above 1.

Artificer (Artillerist) 1st Level Evocation

Aid

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot.Each target’s Hit Points increases by 5 for each spell slot level above 2.

Artificer 2nd Level Abjuration

Alter Self [1/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.
Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain s Swim Speed equal to your Speed.
Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same, if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.
Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage of your Unarmed

Artificer 2nd Level Transmutation

Alter Self [2/2]

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

Artificer 2nd Level Transmutation

Arcane Lock

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.

Artificer 2nd Level Abjuration

Arcane Vigor

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.
Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.

Artificer 2nd Level Abjuration

Blur

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Artificer 2nd Level Illusion

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Continual Flame

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Artificer 2nd Level Evocation

Darkvision

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a dried carrot

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Artificer 2nd Level Transmutation

Dragon’s Breath

  • casting timeBonus Action
  • rangeTouch

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

a hot pepper

You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Artificer 2nd Level Transmutation

Enhance Ability

  • casting timeAction
  • rangeTouch

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

fur or a feather

You touch a creature and choose Strength, Dexterity, intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Artificer 2nd Level Transmutation

Enlarge/Reduce [1/2]

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range (see the chosen effect below). A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect.
Everything that a targeted creature is wearing and carrying size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge.The target’s size increases by one category-from Medium to Large, for example. The target also has advantage on Strength checks and Strength saving throws. The target’s attacks with it enlarged weapons or Unarmed Strikes deal an extra 1d4 damage on a hit.
Reduce.The target’s size decreases by one category-from medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced

Artificer 2nd Level Transmutation

Enlarge/Reduce [2/2]

  • casting timeAction
  • range30 feet

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

a pinch of powdered iron

weapons or Unarmed Strikes deal 1d4 less damage on a hit (this can’t reduce the damage below 1).

Artificer 2nd Level Transmutation

Heat Metal

  • casting timeAction
  • 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

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.

Using a Higher-Level Spell Slot.The damage increases by 1d8 for each spell slot level above 2.

Artificer 2nd Level Transmutation

Homunculus Servant (Ritual)

  • casting time1 hour
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a gem or crystal worth 100+ GP, which the spell consumes

You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one.
You determine the homunculus’s appearance, such as a mechanical-looking bird, winged vials, or miniature animate cauldrons.
Combat. The homunculus is an ally to you and your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.
Using a Higher-Level Spell Slot.Use the spell slot’s level for the spell’s level in the stat block.

Artificer 2nd level Conjuration

Invisibility

  • casting timeAction
  • rangeTouch

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

an eyelash in gum arabic

A creature you touch has the Invisble condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot.You can target one additional creature for each spell slot above 2.

Artificer 2nd Level Illusion

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Lesser Restoration

  • casting timeBonus Action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Artificer 2nd Level Abjuration

Levitate

  • casting timeAction
  • range60 feet

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

a metal spring

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. Th spell can levitate an object 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 take a Magic 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

Life Tether

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

The target must make a Wisdom saving throw. On a failure, a sickly green ethereal tether forms between you and your target. Whenever you take damage each tethered target takes half that amount as Necrotic damage. Damage dealt this way is distributed after any damage resistances or immunities are applied. If a target with a tether drops to 0 Hit Points, they are no longer affected by the tether. As a Bonus action, you can move the tether from one fallen foe to another target. The new target must succeed on a Wisdom saving throw or also be subject to the effects of this spell. A target may only have one tether attached to them from any instance of this spell at a given time.
At Higher Levels. When casting this spell using a spell slot of 4th level or higher, the number of tethers created is increased by one for every two slot levels above the 2nd.

Grim Hollow 2nd Level Necromancy

Magic Mouth (Ritual) [1/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 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 fewer, 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 trigger occurs, a magical mouth appears on the object and recite s 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 the 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 trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the

Artificer 2nd Level Illusion

Magic Mouth (Ritual) [2/2]

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

jade dust worth 10+ GP, which the spell consumes

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 timeBonus Action
  • rangeTouch

  • componentsV, S
  • duration1 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. The spell ends early if you cast it again.
Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3-5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Artificer 2nd Level Transmutation

Protection from Poison

  • casting timeAction
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Artificer 2nd Level Abjuration

Rope Trick

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a segment of rope

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extra-dimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.
The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

Artificer 2nd Level Transmutation

See Invisibility

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a pinch of talc

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Artificer 2nd Level Divination

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Spider Climb

  • casting timeAction
  • 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 along ceilings, while leaving it hands free. The target also gains a Climb Speed equal to its Speed.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level about 2.

Artificer 2nd Level Transmutation

Web

  • casting timeAction
  • range60 feet

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

a bit of spiderweb

You conjure a mass of sticky webbing at a point within range. The web fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) 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

Scorching Ray

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You hurl three fiery rays. You can hurl them at one target within range or at several. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 Fire damage.
Using a Higher-Level Spell Slot. You create one additional ray for each spell slot level above 2.

Artificer (Artillerist) 2nd Level Evocation

Shatter

  • casting timeAction
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a chip of mica

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Using a Higher-Level Spell Slot.The damage increases by 1d8 for each spell slot level above 2.

Artificer (Artillerist) 2nd Level Evocation

Ashardalon’s Stride

  • casting timeBonus Action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

The billowing flames of a dragon blast from your feet, granting you explosive speed. For the duration, your speed increases by 20 feet and moving doesn’t provoke opportunity attacks.
When you move within 5 feet of a creature or an object that isn’t being worn or carried, it takes 1d6 fire damage from your trail of heat. A creature or object can take this damage only once during a turn.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, increase your speed by 5 feet for each spell slot level above 3rd. The spell deals an additional 1d6 fire damage for each slot level above 3rd.

Artificer (FToD) 3rd Level Transmutation

Blink

  • casting timeAction
  • rangeSelf

  • componentsV, S
  • duration1 minute

Roll 1d6 at the end of each of your turns for the duration. On a roll of 4-6, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell ends instantly if you are already on that plane). While on the Ethereal Plane, you can perceive the plane you left, which is cast in shades of gray, but you can’t see anything there more than 60 feet away. You can affect and be affected only by other creatures on the Ethereal Plane, and creatures on the other plane can’t perceive you unless they have the ability that lets them perceive things on the Ethereal Plane.
You return to the other plane at the start of your 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 left. If no unoccupied space is available within that range, you appear in the nearest unoccupied space.

Artificer 3rd Level Transmutation

Create Food and Water

  • casting timeAction
  • range30 feet

  • componentsV, S
  • durationInstantaneous

You create 45 pounds of food and 30 gallons of fresh water on the ground or in containers within range-both useful in fending off the hazards of malnutrition and dehydration. The food is bland but nourishing and looks like a food of your choice, and the water is clean. The food spoils after 24 hours if uneaten.

Artificer 3rd Level Conjuration

Dispel Magic

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationInstantaneous

Choose one creature, object, or magical effect within range. Any ongoing spell of level 3 or lower on the target ends. For each ongoing spell of level 4 or higher on the target, make an ability check using your spellcasting ability (DC 10 plus that spell’s level). On a successful check, the spell ends.

Using a Higher-Level Spell SlotYou automatically end a spell on a target if the spell’s level is equal to or less than the level of the spell slot you use.

Artificer 3rd Level Abjuration

Elemental Weapon

  • casting timeAction
  • 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 chose type when it hits.
Using a Higher-Level Spell Slot.If you use a level 5-6 spell slot, the bonus to attack rolls increases to +2, and the extra damage increases to 2d4. If you use a 7+ spell slot, the bonus increases to +3, and the extra damage increases to 3d4.

Artificer 3rd Level Transmutation

2 2
2 2
2 2
2 2
3 3
3 3
3 3
3 3
3 3

Fly

  • casting timeAction
  • rangeTouch

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

a feather

You touch a willing creature. For the duration, the target gains a Fly Speed of 60 feet and can hover. When the spell ends, the target falls if it is still aloft unless it can stop the fall.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 3.

Artificer 3rd Level Transmutation

Glyph of Warding [1/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

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

You inscribe a glyph that later unleashes a magical effect. You inscribe it either on a surface (such as a table or a section of floor) or within an object that can be closed (such as a book or chest) to conceal the glyph. The glyph can cover an area no larger than 10 feet in diameter. If the surface or 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 imperceptible and requires a successful Wisdom (Perception) check against your spell save DC to notice.
When you inscribe the glyph, you set its trigger and choose whether it’s an explosive rune or a spell glyph, as explained below.
Set the Trigger. You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, common triggers include touching or stepping on the glyph, removing another object covering it, or approaching within a certain distance of it. For glyphs inscribed within an object, common triggers include opening that object

Artificer 3rd Level Abjuration

Glyph of Warding [2/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

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

or seeing the glyph. Once a glyph is triggered, this spell ends.
You can refine the trigger so that only creatures of certain types activate it (for example, the glyph could be set to affect Aberrations). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password.
Explosive Runes.When triggered, the glyph erupts with magical energy in a 20-foot-radius sphere centered on the glyph. Each creature in the area makes a Dexterity saving throw. A creature takes 5d8 Acid, Cold, Fire, Lightning, or Thunder damage (your choice when you create the glyph) on a failed save or half as much damage on a successful one.
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 takes effect. If the spell has a target, it targets the creature

Artificer 3rd Level Abjuration

Glyph of Warding [3/3]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled or triggered

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

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.
Using a Higher-Level Spell Slot.: The damage of an explosive rune increases by 1d8 for each spell slot level above 3. 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 timeAction
  • 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 Armor Class, it has Advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.

Artificer 3rd Level Transmutation

Protection from Energy

  • casting timeAction
  • 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 timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

You touch a creature that has died within the last minute. That creature revives with 1 Hit Point. This spell can’t revive a creature that has died of old age, nor does it restore any missing body parts.

Artificer 3rd Level Necromancy

Water Breathing (Ritual)

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration24 hours

a short reed

This spell grants up to ten willing creatures of your choice 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 timeAction
  • 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 wiling creatures of your choice within range gain this ability for the duration.
An affected target must take a Bonus Action to pass from the liquid’s surface into the liquid itself and vice versa, but if the target falls into the liquid, the target passes through the surface into the liquid below.

Artificer 3rd Level Transmutation

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

Fireball

  • casting timeAction
  • range150 feet

  • componentsV, S, M
  • durationInstantaneous

a ball of bat guano and sulfur

A bright streak flashes from you to a point you choose within range and then blossoms with a low roar into a fiery explosion. Each creature in a 20-foot-radius Sphere centered on that point makes a Dexterity saving throw, taking 8d6 Fire damage on a failed save or half as much damage on a successful one.
Flammable objects in the area that aren’t being worn or carried start burning.
Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 3.

Artificer (Artillerist) 3rd Level Evocation

Wind Wall

  • casting timeAction
  • range120 feet

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

a fan and a feather

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 on continuous path along the ground. The wall lasts for the duration.
When the wall appears, each creature in its area makes a Strength saving throw, taking 4d8 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. Loos, lightweight materials brought into the wall fly upward. Arrows, bolts, and other ordinary projectiles launched at targets behind the wall are deflected upward and miss automatically. 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

Arcane Eye

  • casting timeAction
  • range30 feet

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

a bit of bat fur

You create an Invisble, Invulnerable eye within range that hovers for the duration. You mentally receive visual information from the eye, which can see in every direction. It also has Darkvision with a range of 30 feet.
As a Bonus Action, you can move the eye up to 30 feet in any direction. 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

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, or 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 material. If you’re working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a 5-foot Cube). The quality of any fabricated objects is based on the quality of the raw materials.
Creatures and magic items can’t be created by this spell. You also can’t use it to create items that require a high degree of skill – such as weapons and armor – unless you have proficiency with the type of Artisan’s Tools used to craft such objects.

Artificer 4th Level Transmutation

Freedom of Movement

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a leather strap

You touch a willing creature. For the duration, the target’s movement is unaffected by Difficult Terrain, and spell and other magical effects can neither reduce the target’s Speed nor cause the target to have the Paralyzed or Restrained conditions. The target also has a Swim Speed equal to its Speed.
In addition, the target can spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature imposing the Grappled condition on it.
Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot above 4.

Artificer 4th Level Abjuration

Leomund’s Secret Chest

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

a chest, 3 feet by 2 feet by 2 feet, constructed from rare materials worth 5,000+ GP, and a Tiny replica of the chest made from the same materials worth 50+ GP

You hide a chest and all its contents on the Ethereal Plane. You must touch the chest and the miniature replica that serve as Material components for the spell. The chest can contain up to 12 cubic feet of nonliving materials (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can take a Magic 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 taking a Magic action to touch the chest and the replica.
After 60 days, there is a cumulative 5 percent chance at the end of each day that the spell ends. The spell also ends if you cast this spell again or if the Tiny replica chest is destroyed. If the spell ends and the larger chest is on the Ethereal Plane, the chest remains there for you or someone else to find.

Artificer 4th Level Conjuration

Mordenkainen’s Faithful Hound

  • casting timeAction
  • range30 feet

  • componentsV, S, M
  • duration8 hours

a silver whistle

You conjure a phantom watchdog in an unoccupied space that you can see within range. The hound remains for the duration or until the two of you are more than 300 feet apart from each other.
No one but you can see the hound, and it is intangible and invulnerable. 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 has Truesight with a range of 30 feet.
At the start of each of your turns, the hound attempts to bite one enemy within 5 feet of it. That enemy must succeed on a Dexterity saving throw or take 4d8 Force damage.
On your later turns, you can take a Magic action to move the hound up to 30 feet.

Artificer 4th Level Conjuration

Mordenkainen’s Private Sanctum

  • casting time10 minutes
  • range120 feet

  • componentsV, S, M
  • duration24 hours

a thin sheet of lead

You make an area within range magically secure. The area is a Cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration.
When you cast the spell, you decide what sort of security the spell provides, choosing any of the following properties:
- Sound can’t pass through the barrier at the edge of the warded area.
- The barrier of the warded area appears dark and foggy, preventing vision (including Darkvision) through it.
- Sensors created by Divination spells can’t appear inside the protected area or pass through the barrier at its perimeter.
- Creatures in the area can’t be targeted by Divination spells.
- Nothing can teleport into or out of the warded area.
- Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for 365 days makes the spell last until dispelled.
Using a Higher-Level Spell Slot. You can increase the size of the Cube by 100 feet for each spell slot level above 4.

Wizard 4th Level Abjuration

Otiluke’s Resilient Sphere

  • casting timeAction
  • range30 feet

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

a glass sphere

A shimmering sphere encloses a Large or smaller creature or object within range. An unwilling creature or object within range. An unwilling creature must succeed on a Dexterity saving throw or be 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 take an 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.

Artificer 4th Level Abjuration

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4 4

Stone Shape

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

soft clay

You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape you like. For example, you could shape a large rock into a weapon, statue, or coffer, or you could make a small passage through a wall that is 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.

Wizard 4th Level Transmutation

Stoneskin

  • casting timeAction
  • rangeTouch

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

diamond dust worth 100+ GP, which the spell consumes

Until the spell ends, one willing creature you touch has Resistance to Bludgeoning, Piercing, and Slashing damage.

Artificer 4th Level Transmutation

Summon Construct

  • casting timeAction
  • range90 feet

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

a lockbox worth 400+ GP

You call forth the spirit of a Construct. It manifests in an unoccupied space that you can see within range and uses the Construct Spirit stat block. When you cast the spell, choose a material: Clay, Metal, or Stone. The creature resembles an animate statue (you determine the appearance) made of the chosen material, which determines certain details in its stat block. 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 movement to avoid danger.
Using a Higher-Level Spell Slot Use the spell slot’s level for the spell’s level in the stat block.

Artificer 4th Level Conjuration

Ice Storm

  • casting timeAction
  • range300 feet

  • componentsV, S, M
  • durationInstantaneous

a mitten

Hail falls in a 20-foot-radius, 40-foot-high Cylinder centered on a point within range. Each creature in the Cylinder makes a Dexterity saving throw. A creature takes 2d10 Bludgeoning damage and 4d6 Cold damage on a failed save or half as much damage on a successful one.
Hailstones turn ground in the Cylinder into Difficult Terrain until the end of your next turn.
Using a Higher-Level Spell Slot.The Bludgeoning damage increases by 1d10 for each spell slot level above 4.

Artificer (Artillerist) 4th Level Evocation

Wall of Fire

  • casting timeAction
  • range120 feet

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

a piece of charcoal

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 thick, or a ringed wall up to 20 feet in diameter, 20 feet high, and 1 foot thick. The wall is opaque and lasts for the duration.
When the wall appears, each creature in its area makes a Dexterity saving throw, taking 5d8 Fire damage on a failed save or half as much damage on a successful one.
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.
Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 4.

Artificer (Artillerist) 4th Level Evocation

Animate Objects [1/2]

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

Objects animate at your command. Choose a number of nonmagical objects within range that aren’t being worn or carried, aren’t fixed to a surface, and aren’t Gargantuan. The maximum number of object is equal to your spellcasting ability modifier, for this number, a Medium or smaller target counts as one object, a Large target counts as two, and a Huge target counts as three.
Each target animates, sprouts legs, and becomes a Construct that uses the Animated Object stat block, this creature is under your control until the spell ends or until it is reduced to 0 Hit Points. Each creature you make with this spell is an ally to you and your allies. In combat, it shares your initiative count and takes its turn immediately after yours.
Until the spell ends, you can take a Bonus Action to 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 of them at the same time, issuing the same command to each one). If you issue no commands, the creature takes the Dodge action and moves only to avoid harm. When the creature drops to 0 Hit Points, it reverts to its object form, and any remaining damage carries over

Artificer 5th Level Transmutation

Animate Objects [2/2]

  • casting timeAction
  • range120 feet

  • componentsV, S
  • durationConcentration, up to 1 minute

to that form.
Using a Higher-level Spell Slot. The creature’s Slam damage increases by 1d4 (Medium or smaller), 1d6 (Large), or 1d12 (Huge) for each spell slot level above 5.

Artificer 5th Level Transmutation

Bigby’s Hand [1/2]

  • casting timeAction
  • range120 feet

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

an eggshell and a glove

You create a Large hand of shimmering magical energy in an unoccupied space that you can see within 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. The hand doesn’t occupy its space.
When you cast the spell and as a Bonus Action on your later turns, you can move the hand up to 60 feet and then cause one of the following effects:
Clenched Fist. The hand strikes a target within 5 feet of it. Make a melee spell attack. On a hit, the target takes 5d8 Force damage.
Forceful Hand. The hand attempts to push a Huge or smaller creature within 5 feet of it. The target must succeed on a Strength saving throw, or the hand pushes the target up to 5 feet plus a number of feet equal to five times your spell casting ability modifier. The hand moves with the target, remaining within 5 feet of it.
Grasping Hand. The hand attempts to grapple a Huge or smaller

Artificer 5th Level Evocation

Bigby’s Hand [2/2]

  • casting timeAction
  • range120 feet

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

an eggshell and a glove

creature within 5 feet of it. The target must succeed on a Dexterity saving throw, or the target has the Grappled condition, with an escape DC equal to your spell save DC. While the hand grapples the target, you can take a Bonus Action to cause the hand to crush it, dealing Bludgeoning damage to the target equal to 4d6 plus your spellcasting ability modifier.
Interposing Hand. The hand grants you Half Cover against attacks and other effects that originate from its space or that pass through it. In addition, its space counts as Difficult Terrain for your enemies.
Using a Higher-Level Spell Slot. The damage of the Clenched Fist increases by 2d8 and the damage of the Grasping hand increases by 2d6 for each spell slot level above 5.

Artificer 5th Level Evocation

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

Circle of Power

  • casting timeAction
  • rangeSelf

  • componentsV
  • durationConcentration, up to 10 minutes

An aura radiates from you in a 30-foot Emanation for the duration. While in the aura, you and your allies have Advantage on saving throws against spells and other magical effects. When an affected creature makes a saving throw against a spell or magical effect that allows a save to take only half damage, it takes no damage if it succeeds on the save.

Wizard 5th Level Abjuration

Creation

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationSpecial

a paintbrush

You pull wisps of shadow material from the Shadowfell to create an object within range. It is either an object of vegetable matter (soft goods, rope, wood, and the like). The object must be no larger than a 5-foot Cube, and the object must be of a form and material that you have seen.
The spell’s duration depends on the object’s material, as shown in the Materials table. If the object is composed of multiple materials, use the shortest duration. Using any object created by this spell as another spell’s Material component causes the other spell to fail.
Vegetable matter 24 hours
Stone or crystal 12 hours
Precious metals 1 hour
Gems 10 minutes
Adamantine or mithral 1 minute
Using a Higher-Level Spell Slot. The Cube increases by 5 feet for each spell slot level above 5.

Artificer 5th Level Illusion

Greater Restoration

  • casting timeAction
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

diamond dust worth 100+ GP, which the spell consumes

You touch a creature and magically remove one of the following effects from it:
- 1 Exhaustion level
- The Charmed or Petrified condition
- A curse, including the target’s Attunement to a cursed magic Item
- Any reduction to one of the target’s ability scores
- Any reduction to the target’s Hit Point maximum

Artificer 5th Level Abjuration

Wall of Stone [1/2]

  • casting timeAction
  • range120 feet

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

a cube 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 another 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 (you choose which side). 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 rest on a 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

Artificer 5th Level Evocation

Wall of Stone [2/2]

  • casting timeAction
  • range120 feet

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

a cube of granite

greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create battlements and the like.
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, and it has Immunity to Poison and Psychic damage. 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 full duration, the wall becomes permanent and can’t be dispelled. Otherwise, the wall disappears when the spell ends.

Artificer 5th Level Evocation

Cone of Cold

  • casting timeAction
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a small crystal or glass cone

You unleash a blast of cold air. Each creature in a 60-foot Cone originating from you makes a Constitution saving throw, taking 8d8 Cold damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.
Using a Higher-level Spell Slot.The damage increases by 1d8 for each spell slot level above 5.

Artificer (Artillerist) 5th Level Evocation

Magic Mirror

  • casting timeReaction, which you take when you are targeted by a spell
  • rangeSelf

  • componentsV, S, M
  • durationInstantaneous

a polished silver marble

A momentary bubble of iridescent energy shimmers in the air between you and the caster of the triggering spell. The spell is redirected to a creature of your choice that you can see within 60 feet. If the spell is 5th level or lower, you are no longer a target of the spell and the chosen creature is instead. If the spell is 6th level or higher, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, you are no longer a target of the spell and the chosen creature is instead. On a failed check, you remain the target of the triggering spell.

Grim Hollow 5th Level Abjuration

Wall of Force

  • casting timeAction
  • range120 feet

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

a shard of glass

An Invisible wall of force springs into existence at a point you choose within range. The wall appears in any orientation 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 globe 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 ¼ inch thick and 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 (you choose 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 and blocks ethereal travel through the wall.

Artificer (Artillerist) 5th Level Evocation

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