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Homunculus Familiar

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You learn the alchemical process for creating a homunculus minion.

You can cast find familiar without expending a spell slot or material components other than your alchemical reagents and blood.

This familiar can appear in any Tiny shape you want, though it uses the statistics of a creature that can normally be chosen by the spell, and it is a construct or monstrosity, rather than one of the types listed in the spell.

Inventor Reaction

Alchemical Fire (Instant Reaction)

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As an action, you can produce an instant reaction, tossing a quick combination of reagents at a point within 20 feet of you, which causes searing fire to flare up in a 5-foot-radius sphere centered on that point.
Each creature in the area must succeed on a Dexterity saving throw against your spell save
DC or take 1d8 fire damage.
This damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Alternatively, you can use a bonus action to prepare this instant reaction as a ranged weapon with which you are proficient. It lasts until the end of your turn, and it has the finesse and thrown (20/60) properties. On a hit, it deals damage equal to failing the saving throw against this effect. The damage dealt by this attack doesn’t include your Strength or Dexterity modifier.

Inventor Reaction

Awaken Rope (upcast)

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

10 to 60 feet of cord or rope, worth at least 1 cp

At Higher Levels. When you cast this spell using a spell slot
of 2nd level or higher, you can target a chain instead of a rope.
It has the same available actions, but it has a DC 15, an AC of
15, and resistance to slashing damage when taking the Bind
action. When cast with a spell slot of 3rd level or higher
targeting a rope, that rope is magically imbued for 1 minute,
gaining an DC of 15, an AC 20, and 20 hit points

Inventor 1st-level transmutation

Awaken Rope

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

10 to 60 feet of cord or rope, worth at least 1 cp

() As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options:
• Bind. The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on
a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.
• Fasten. The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.
• Grab. The rope lashes out grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature, it must make a Strength saving throw. On success, it retains the object, and on failure the object is pulled from the creature.

Inventor 1st-level transmutation

Fall

  • casting time 1 action
  • range Self

  • components V, S,
  • duration Instantaneous

You alter gravity for yourself, causing you to reorient which way is down for you until the end of your turn. You can pick any direction to fall as if under the effect of gravity, falling up to 500 feet before the spell ends.

If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.

If you collide with something during this time, you take falling damage as normal, but you can control your fall as you could under normal conditions by holding onto objects or move along a surface according to your new orientation as normal until your turn ends and gravity returns to normal.

Inventor 1st-level transmutation

Seeking Projectile

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration Concentration, up to 10 minutes

a piece of ammunition or weapon with
the thrown property worth at least 1 cp

You touch a piece of ammunition or weapon with the thrown property imbuing it with the property of seeking its target.

When a ranged attack roll is made with that weapon, the attack roll can add your spell casting modifier to the value on the dice.

If that makes the value on the die a 20 or more, the attack is a critical hit as if a 20 was rolled. After making the attack roll, the spell ends.

Inventor 1st-level transmutation

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

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.

Inventor 1st-level abjuration

Fog Cloud

  • casting time 1 action
  • range 120 feet

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

You create a 20-foot-radius Sphere of fog centered on a point within range. The Sphere is Heavily Obscured. It lasts for the duration or until a strong wind (such as one created by Gust of Wind) disperses it.

Using a Higher-Level Spell Slot. The fog's radius increases by 20 feet for each spell slot level above 1.

Inventor 1st-level conjuration

Grease

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration, up to 1 hour

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.

Inventor 1st-level conjuration

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Heroism

  • casting time 1 action
  • range Touch

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

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to the Frightened condition and gains Temporary Hit Points equal to your spellcasting ability modifier at the start of each of its turns.

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

Inventor 1st-level enchantment

Launch Object

  • casting time 1 action
  • range 60 feet

  • components S
  • duration Instantaneous

Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Inventor 1st-level transmutation

Healing Draught (Instant Reaction)

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As a bonus action, you can produce an instant reaction that provides potent magical healing. A creature can use its action to consume this draught or administer it to another creature within 5 feet of it before the start of your next turn, causing the target to regain 1d8 hit points. If you have the Practiced Quaff feature, you can consume a Healing Draught as part of the bonus action used to make it.

A creature can benefit from a number of these draughts up to its Constitution modifier (minimum of 1), after which they provide no benefit to that creature until it finishes a long rest. A Healing Draught that isn’t consumed before the start of your next turn loses its potency.

The number of hit points the draught restores increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Inventor Reaction

Fortifying Fumes Reaction (Instant Reaction)

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As an action, you can produce an instant reaction, throwing a fortifying stimulus of reagents at a point within 20 feet of you, which causes fumes to erupt.

Each creature within 10 feet of that point can choose to hold its breath and not inhalethe fumes, but creatures that do inhale them gain 1d4 temporary hit points, deal an extra 1d4 damage on their next melee
weapon attack, and have advantage on their next Constitution saving throw.

Any remaining benefits from this effect fade at the end of your next turn.

Both the temporary hit points and the extra damage increase by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).

Inventor Reaction

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