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Yoink

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration Instantaneous

You beckon to an object you can see within range, and cause it to leap into one of your free hands. The object must be one that weighs less than 5 pounds, and which isn't securely attached to another object or surface.

If the object is being held by a creature, they can make a Strength saving throw to thwart this spell's effects. A creature succeeds automatically if the object is worn by them, such as a glove, a ring, or a shield

Artificer 1st level Conjuration

Walloping Rune

  • casting time 1 bonus action
  • range Touch

  • components S, M
  • duration 1 hour

a leather pouch full of sand

You touch a simple or martial weapon and imbue it with a rune of power. Once per turn when an attacker deals damage to a Large or smaller creature with this weapon, they can force the target to make a Strength saving throw. On a failure, the target is knocked prone.

Artificer 1st level Transmutation

Thunder Armor

  • casting time 1 action
  • range Touch

  • components S, M
  • duration 1 minute

a brass gong

You infuse a suit of medium or heavy armor you touch with crackling energy. Whenever a creature within 5 feet of a creature wearing this armor hits it with a melee attack, the attacker must make a Strength saving throw or take 2d8 thunder damage or half as much on a success. A creature who fails is also pushed 10 feet away from the wearer in a straight line, and is knocked prone.

Artificer 3rd level Transmutation

Pulse Palm

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Instantaneous

a seashell

You press a palm against the enemy and channel a bolt of concussive force into them. Make a melee spell attack against a creature within reach. On a hit, the target takes 1d8 force damage and if the target is Large or smaller, it is pushed up to 10 feet directly away from you.


Upgrade:
This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8) and 17th level (4d8)

Artificer Evocation Cantrip

Clear

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature that is dying and run several thousand volts through it. The target regains 1 hit point and each creature within 10 feet of it, other than yourself or the target, must succeed a Constitution saving throw or take 2d8 lightning damage or half as much on a success.

Artificer 1st level Evocation

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