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Air Bubble

  • casting time1 action
  • range60 feet

  • componentsS
  • duration24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Artificer 2nd level Conjuration

Scorching Ray

  • casting time1 action
  • range120 feet

  • componentsV, S
  • durationInstantaneous

You 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.

Artificer (Artillerist) 2nd level Evocation

Shatter

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

A chip of mica

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 or higher, the damage increases by 1d8 for each slot level above 2nd.

Artificer (Artillerist) 2nd level Evocation

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25 feet of rope, which the spell consumes

As you cast this spell, you use the rope to create a 5-ft radius circle on the ground/floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
It is nearly invisible, requiring a successful INT (Investigation) check against your spell save DC to be discerned.
The trap triggers when a S/M/L creature moves onto the ground/floor in the spell's radius. That creature must succeed on a DexSave or be magically hoisted into the air, leaving it hanging upside down 3 ft above the ground/floor. The creature is restrained there until the spell ends.
A restrained creature can make a DexSave 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.
After the trap is triggered, the spell ends when no creature is restrained by it.

Artificer 1st level Abjuration

Alter Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

You assume a different form. When you cast the spell, choose one of the following options. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You adapt your body to an aquatic environment, sprouting gills, and growing webbing between your fingers. You gain waterbreathing and a swim speed equal to your walking speed.
Change Appearance: You transform your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and distinguishing characteristics, if any. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same.
Natural Weapons: You grow claws, fangs, spines, horns, etc. . Your unarmed strikes deal 1d6 b/s/p, and you are proficient with unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Artificer 2nd level Transmutation

Enlarge/Reduce

  • casting time1 action
  • range30 feet

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

a pinch of powdered iron

You cause a creature/object you can see within range to grow larger/smaller for the duration. Choose a creature/object that isn't worn/carried. If the target is unwilling, it can make a ConSave. On a success, the spell has no effect.
If its a creature, everything it is wearing/carrying changes with it. Any item dropped by an affected creature returns to normal size.
Enlarge. The target's size x2 in all dimensions, and its weight x 8. This increases its size by one category. If there isn't enough room for the target, it attains the max size in the space available. Until the spell ends, the target also has ADV on STR-checks/-saves. The target's weaponattacks deal +1d4 dmg.
Reduce. The target's size 1/2 in all dimensions, and its weight is 1/8. This decreases its size by one category. Until the spell ends, the target also has disadvantage on Str-checks/-saves. the target's weapon attacks deal -1d4 dmg (min of 1).

Artificer 2nd level Transmutation

Kinetic Jaunt

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationConcentration, up to 1 Minute

You magically empower your movement with dancelike steps, giving yourself the following benefits for the duration:
Your walking speed increases by 10 feet.
You don't provoke opportunity attacks.
You can move through the space of another creature, and it doesn't count as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Artificer 2nd level Transmutation

Magic Mouth (ritual)

  • casting time1 minute
  • range30 feet

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

You implant a message (max 25 words/10 minutes) within an object in range that you can see (can't be worn/carried) that is uttered when a trigger condition is met.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and volume. If the object has a mouth or something that looks like a one , the magical mouth appears there. 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 triggering circumstance 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 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

Vortex Warp

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Artificer 2nd level Conjuration

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