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Delver's Spryness

  • casting time1 action
  • rangeSelf

  • componentsV
  • duration1 round

Until the end of your next turn, you have advantage on Strength (Athletics) checks and Dexterity (Acrobatics) checks. In addition, your jumping distance is not halved without a running start, and you ignore the first 10 feet of falling damage.

Artificer Transmutation cantrip

Storm Bolt

  • casting time1 action
  • range60 feet

  • componentsV,S
  • durationInstantaneous

You release a bolt of crackling energy at one creature within range. Make a ranged spell attack against the target. You have advantage on this attack roll if the target is wearing metal armor or is made of metal. On a hit, the target takes 1d8 lightning damage.
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer Evocation cantrip

Voltaic Strike

  • casting time1 action
  • rangeAs weapon

  • componentsV,M
  • duration1 round

a weapon

Upon casting this spell, you make a weapon attack against a creature. If you hit, the target takes damage from the weapon as normal, and it is wreathed in crackling energy until the start of your next turn. During this time, if the target casts a spell or uses any other magical effect, it immediately takes 1d8 lightning damage, and voltaic strike ends.
This spell's damage increases when you reach higher levels. At 5th level, the weapon attack deals an extra 1d8 lightning damage to the target, and the damage the target takes for spellcasting or using magic increases to 2d8. Both damage rolls increase again by 1d8 at 11th level and 17th level.

Artificer Evocation cantrip

Water Lash

  • casting time1 action
  • range30 feet

  • componentsV,S
  • durationInstantaneous

You create a lengthy lash of water that strikes forcefully at your foe. Make a melee spell attack against one creature in range. If the attack hits, the creature takes 1d6 bludgeoning damage, and if the creature is Large or smaller, you push the creature up to 10 feet away from you.
This spell's damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer Conjuration cantrip

Acid Puddle

  • casting time1 action
  • range60 feet

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

a drop of acid

You create a puddle of acidic slime on the ground that you can see within range. Until the spell ends, the puddle fills a 5-foot-radius surface area. The liquid is transparent and easily mistaken for a shallow water puddle. A creature can spend an action to make an Intelligence (Investigation) or Wisdom (Perception) check against your spell save DC to determine that the puddle is actually acid.
When a creature enters the puddle's space for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. It takes 2d6 acid damage on a failure, or half damage on a success. A nonmagical, organic object in the puddle takes the damage at the start of each of your following turns.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Artificer 1st level conjuration

Command Stone [1/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a piece of marble or slate

You target a nonmagical stone that you can see within range. Choose one of the following options.
Roll: A stone object of Medium size or smaller rolls up to 30 feet to a space that you choose. If you direct it to slam into a creature or object, the target must succeed on a Dexterity saving throw or take bludgeoning damage based on the stone's size-Medium (2d8), Small (2d6), Tiny (2d4)-after which the stone stops moving. If the stone rolls down a slope or falls, it keeps moving until it lands at the bottom or strikes a substantial obstacle, and it deals an additional 1d6 damage to any creature or object it hits.
Extand: A stone object of Medium size or smaller (or a 5-foot cube section of a larger area) extends up to 20 feet in a direction you choose. The growth stops if it would destabilize the object or damage a creature or other object. After 1 minute, the object contracts to its original form.
At Higher Levels:You can affect more stones at certain slot levels: 3rd level (2 stones), 5th

Artificer 1st level transmutation

Command Stone [2/2]

  • casting time1 action
  • range60 feet

  • componentsV,S,M
  • durationInstantaneous

a piece of marble or slate

level (3 stones), 7th level (4 stones), 9th level (5 stones).

Artificer 1st level transmutation

Mystic Shield

  • casting time1 reaction, which you take when you take damage
  • rangeSelf

  • componentsV,S
  • durationInstantaneous

You gain resistance to this instance of damage.

Artificer 1st level abjuration

Warding Wave

  • casting time1 reaction, when a creature moves to a space within 5 feet of you or attacks you
  • range5 feet

  • componentsV,S
  • durationInstantaneous

A crashing wave surges out from you, repelling the foe that came too close. Te target creature must succeed on a Strength saving throw or be pushed 20 feet away from you and knocked prone. On a successful save, the creature is pushed half the amount of distance and not knocked prone. This spell does not affect creatures that are flying or burrowing.

Artificer 1st level conjuration

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Damping

  • casting time1 action
  • range120 feet

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

a tiny bar of lead

You impose an abjuration that suppresses certain personal forces. Choose a point you can see within range, and each creature within 20 feet of it must make a Charisma saving throw. On a failed save, a creature cannot have advantage, its critical hits are normal hits, and its resistances do not reduce damage until the spell ends (its immunities still function). An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.

Artificer 2nd level abjuration

Elektrophorus

  • casting time1 action
  • rangeTouch

  • componentsV,S,M
  • duration1 minute

Make a melee spell attack against a creature. This attack has advantage against a target made of metal or wearing metal armor. On a hit, the target takes 4d8 lightning damage and is electrifed for 1 minute. An electrifed target takes 1d8 lightning damage at the start of each of its turns, it cannot take reactions, and it cannot take both an action and a bonus action on the same turn (only one or the other). The electrifed creature makes a Constitution saving throw at the end of each of its turns, ending the effect on itself on a success. If your initial attack is a miss, the target takes half damage and is not electrifed.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the initial damage increases by 1d8 for each spell level above 2nd.

Artificer 2nd level evocation

Grasp of Stone

  • casting time1 action
  • range60 feet

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

a shard of granite, quartz, or other hard stone

You make a grasping gesture, choosing a point you can see within range. Each creature within 10 feet of this point must make a Constitution saving throw. On a failed save, a creature is restrained due to partial petrifcation until the spell ends. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lesser Creatures: For the purpose of this spell, a lesser creature is one whose CR or level is half that of the slot level of grasp of stone (or lower). If a lesser creature fails its second saving throw, it instead is petrifed for the spell's duration and no longer repeats the saving throw at the end of its turns. If you maintain your concentration on this spell for the entire possible duration, the lesser creature remains petrifed permanently.

Artificer 2nd level transmutation

Sands of Time [1/2]

  • casting time1 action
  • range60 feet

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

a small bag of sand or an hourglass

You manipulate creatures' connection to fate and time, choosing a point you can see within range. Each creature within 10 feet of this point must make a Wisdom saving throw. On a failed save, a creature's speed is halved and it has disadvantage on attack rolls until the spell ends. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Certain creatures are unaffected by sands of time: celestials, constructs, fends, undead, and any creature that does not age.
Lesser Creatures: For the purpose of this spell, a lesser creature is one whose CR or level is half that of the slot level of sands of time (or lower). If a lesser creature fails its second saving throw, it instead is timeworn for the spell's duration and no longer repeats the saving throw at the end of its turns. A timeworn creature can take no actions other than performing basic necessities (eating, drinking, walking, etc.), and its speed is halved. If you maintain your concentration on this spell

Artificer 2nd level divination

Sands of Time [2/2]

  • casting time1 action
  • range60 feet

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

a small bag of sand or an hourglass

for the entire possible duration, the lesser creature remains timeworn permanently.
Any effect that removes a curse can remove the timeworn condition.

Artificer 2nd level divination

Aura of Corrosion

  • casting time1 action
  • rangeTouch

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

a drop of acid

You instill a willing creature with an aura that deteriorates foes' armaments. For the spell's duration, whenever a creature hits the target with a weapon, the weapon is corroded. It suffers a -1 penalty to damage rolls, breaking if it reaches -5. Whenever the target hits a creature with a melee attack, a shield or armor that creature is using takes a -1 penalty to AC, breaking if it reaches the point of no longer providing a bonus to AC. Magic items, natural weapons, and natural armor are not affected by this corrosion.

Artificer 3rd level transmutation

Fortify Object

  • casting time1 minute
  • rangeTouch

  • componentsV,S,M
  • durationPermanent

diamond dust or adamantine ingots worth 200 gp, which the spell consumes

You touch a Large or smaller object, or a 10-foot-cube section of a larger object or structure, and fortify it with a magical ward. The DC of an ability check to break the object increases by 2, its hit points increase by 20, and it gains damage threshold 20. The fortifed object is considered magical.
Using dispel magic against fortify object is more diffcult than usual. It always requires a successful spellcasting ability check, with a DC equal to 10 + twice the slot level used to cast fortify object.

Artificer 3rd level abjuration (ritual)

Imbue Armament

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationConcentration, up to 1 minute

You touch a weapon and imbue it with a cantrip you know. The cantrip must be one that directly affects creatures. For the duration of the spell, whenever the weapon hits a creature for the frst time in a round, it subjects the creature to the cantrip's effects. Treat the creature as though it were hit with the cantrip or it had failed its saving throw against the cantrip. The cantrip's effects are those of a 1st-level spellcaster. If the cantrip has multiple targets or an area of effect, use your spell attack bonus or spell save DC to determine if other creatures are affected. If the weapon is not magical, it becomes magical for the spell's duration.

Artificer 3rd level transmutation

Rune of Binding

  • casting time1 action
  • range60 feet

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

a tiny stone or other object carven with a rune of binding

At your command, a momentary rune appears at a point you can see within range. Each creature within 10 feet of this point must make a Wisdom saving throw. On a failed save, a creature deals half damage on all damage rolls until the spell ends. An affected creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a success.
Lesser Creatures: For the purpose of this spell, a lesser creature is one whose CR or level is half that of the slot level of rune of binding (or lower). If a lesser creature fails its second saving throw, it instead is rune-bound for the spell's duration and no longer repeats the saving throw at the end of its turns. A rune-bound creature is unable to deal damage or take hostile actions. If you maintain your concentration on this spell for the entire possible duration, the lesser creature remains rune-bound permanently.
Any effect that removes a curse can remove the runebound condition.

Artificer 3rd level abjuration

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Reduce to Rust

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You attempt to reduce one metal object to a pile of rust. The spell automatically succeeds against an unattended object of Large size or smaller (or up to a 10-foot cube of a larger such item). If the item is being worn or carried by a creature, the creature can make a Dexterity saving throw to avoid the spells effect. If the object is an uncommon or rarer magic item, it is unaffected.
Alternatively, you can target a creature made of metal, which must make a Constitution saving throw. It takes 8d8 necrotic damage on a failed save, or half damage on a successful one. If this drops its hit points to 0, it is reduced to rust.
At Higher Levels: When you cast this spell using a higher level spell slot, you can reduce rarer magic items to rust: 6th-7th level (uncommon), 8th-9th level (rare)

Artificer 4th level transmutation

Water Shell

  • casting time1 action
  • range30 feet

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

a sea shell or clam shell

Choose a willing creature that you can see within range. Until the spell ends, the target's body is protected by a thick layer of water that provides it half cover. It has resistance to acid and fire damage as well as bludgeoning, piercing, and slashing damage from nonmagical attacks. The target also gains the ability to breathe water, and it cannot be grappled.
If the target is hit by a melee attack from a Large or smaller creature, it can spend its reaction to attempt to trap the attacker in the water shell. The benefts of the spell end on the original target, and the attacking creature must make a Dexterity saving throw. On a failed save, the new target is encapsulated inside a shell of water. It is restrained and has no air to breathe. At the end of each of its following turns, the encapsulated creature can repeat the saving throw, ending the effect on itself on a success.

Artificer 5th level transmutation

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