Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


I disabled ads for you!
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Web

  • casting time 1 action
  • range 60 feet

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

a bit of spiderweb

You conjure a mass of thick,sticky webbing at a point of your choice within range. The webs ill a 20-foot cube from that point for the duration. The webs are diicult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a door,,wall,,or ceiling,the conjured web collapses on itself,and the spell ends at the start of your next turn. Webs layered over a lat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save,the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength 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

Shatter

  • casting time 1 action
  • range 60 feet

  • components V,S,M
  • duration Instantaneous

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 3rd level or higher,the damage increases by 1d8 for each slot level above 2nd.,,

Artificer 2nd-level evocation

Magnetobolt

  • casting time 1 action
  • range 90 feet

  • components V,S,M
  • duration Instantaneous

,You hurl a bubble of acid. Choose one creature within range, or choose two creatures within range that are within 5 feet of each other. A target must succeed on a Dexterity saving throw or take 1d6 acid damage.
This spells damage increases by 1d6 when you reach 5th Level (2d6), 11th level (3d6) and 17th level (4d6). Artificer (HGMH),, , ,

Artificer Evocation Cantrip

Memory Exchange [1/2]

  • casting time 1 action
  • range Touch

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

You touch a creature and read their ,memories. You can decide whether or not you quickly touch the creature or hold the touch for an extended time. The creature must make a Intelligence saving throw and can choose to fail this throw. On a failure, the creature's memories of the last hour are instantly read by you. After reading the hour of memories, you must decide if more memories are to be extensively read or end the spell. Extensively reading a creature requires Concentration and for you to be touching them for the entire duration. If a creature is being extensively read, you can decide whether or not it becomes Paralyzed. If the creature is Paralyzed by this spell, it can make the spell's saving throw at the beginning of each of their turns to break free. A creature instantly gets out of this spell if they take damage, move out of your reach, become petrified, or die. ,Using Higher-Level Spell Slots. This spell starts to deal Psychic damage after it ends and the creature failed the spell's save unwillingly when using spell slots of 3rd (2d10), 5th (5d10), 7th (8d10), and 9th (12d12)., , ,

Artificer 1st-Level Enchantment

Memory Exchange [2/2]

  • casting time 1 action
  • range Touch

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

When concentrating and extensively reading memories, you start after the creature's last remembered hour and then regress. If you are extensively reading the creature and you have any elf lineage or are given a certain power by a creature that has mastered this spell, you can choose when to start reading memories of the creature by explaining where to start. For example, you can start reading memories of when they were a child or during a specific event (if they have memories of said event).,If the creature you're reading is of elf lineage or a master of this spell, you must roll a Intelligence saving throw against the creature's spellcasting ability. You fail automatically if the creature has mastery of this spell. On a failure, the creature can use a Reaction and a 1st, 3rd, 5th, 7th, or 9th level spell slot to cast this spell onto you, which you automatically fail the spell's saving throw.,Mastery. You gain mastery with this spell after successfully casting it a certain amount of times. The amount is determined by your DM and can also include certain conditions to fully master a spell. Once you gain mastery of this spell, a creature will always roll with Disadvantage against this spell's saving throw even if they had Advantage.

Artificer 1st-Level Enchantment

Mirror Image

  • casting time 1 action
  • range Self

  • components V,S,
  • duration 1 minute

,Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it's impossible to track which image is real. You can use your action to dismiss the illusory duplicates/ Each time a creature targets you with an attack during the spell's duration, roll a d20 to determine whether the attack instead targets one of your duplicates.If you have three duplicates, you must roll a 6 or higher to change the attack's target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.A duplicate's AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.A creature is unaffected by this spell if it can't see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.,

Artificer 2nd-Level Illusion

Mind Sliver

  • casting time 1 Action
  • range 60 ft

  • components ,V,
  • duration 1 Round

,You try to temporarily sliver the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 1d6 Psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn.,

Artificer Enchantment Cantrip

0 0
0 0
0 0
0 0
0 0
0 0
0 0