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Force Bolt

  • casting time1 action
  • range120 feet

  • componentsV, S, M
  • durationInstantaneous

a wand, staff, or rod

You send a concussive blast of force at a creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 force damage. If the target is a creature, you push the creature up to 5 feet away from you.
This spell's damage increases by 1d8 when you reach 5thlevel (2d8), 11th level (3d8), and 17th level (4d8).

Artificer (tST) Evocation Cantrip

Binding Ropes

  • casting time1 action
  • range30 feet

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

25 feet of rope

You throw forward magical ropes that seek to bind a creature within range. Make a ranged spell attack against the target. On a hit, the target is restrained by the ropes until the spellends. A creature restrained by the ropes can use its action to make a Strength or Dexterity check against your spell save DC. On a success, the spell ends.

Artificer (tST) 1st-level Conjuration

Spellblock

  • casting time1 action
  • range60 feet

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

a torn piece of cloth

Choose a creature that has spellcasting or a similar featurelike pact magic or innate spellcasting that you can see within range. The target must succeed on a Charisma saving throw or have its connection to its spellcasting severed for the duration. The creature can still cast spells from magic items and other exterior sources. When the target attempts to casta spell using its spellcasting, the spell fails and has no effect.
At the end of each of its turns, the target can make another Charisma saving throw. On a success, the spell ends on the target.
At Higher Levels.When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creaturefor each slot level above 2nd. The creatures must be within 30 feet of each other when you target them.

Artificer (tST) 2nd-level Abjuration

Metafactor

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You gain 3 1st-level spell slots. Any spell slot you create with this spell vanishes when you finish a long rest.
At Higher Levels.When you cast this spell using a spell slot of 5th level, you gain 4 1st-level spell slots.

Artificer (tST) 3rd-level Transmutation

Alchemist's FollyAlchemist's Folly

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a vial of quicksilver

You touch a nonmagical metal object of Medium size or smaller or a section of metal no more than 5 feet in any dimension. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell. The metal in the object turns into liquid quicksilver.

Artificer (tST) 4th-level Transmutation

Prototype

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

a set of artisan's tools

You touch a non-magical object and imbue it an artificer infusion, turning it into a magic item for the duration. You don't need to know the infusion to imbue the item in this way, and you can choose an infusion that you have already imbued into an object. This special infusion does not count towards the number of infused items you can create.
An infusion works on only certain kinds of objects, as specified in the infusions description. If the item requires attunement, you can attune yourself or a creature touching the item to it the instant you infuse the item.

Artificer (tST) 4th-level Transmutation

Disenchantment [1/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of torn fabric

You disrupt magic in a 20-foot radius sphere at a point you choose in range.
Magic Item Disruption.All non-artifact magic items in the sphere have their magic suppressed and become mundane items for 8 hours. A spellcaster can touch a magic item as an action and expend a spell slot of 2nd level or higher to restore the magic of the item.
Dispel Magic.Any active spell of 4th level or lower or other magical effect on a creature or an object in the sphere is dispelled. For each spell of 5th level or higher on a creature or object, make an ability check using your spellcasting ability. The DC equals 10 + the spell's level. On a successful check, the spell ends.
Creatures and Objects.A creature or object summoned or created by magic must make a Constitution saving throw. Ona failure, the creature or object winks out of existence. On a success, the creature or object winks out of existence, then instantly the target reappears in the space it left or in the nearest unoccupied space if that space is occupied at

Artificer (tST) 5th-level Evocation

Disenchantment [2/2]

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationInstantaneous

a piece of torn fabric

the end of its next turn.
Sever Magical Connection.A creature capable of casting spells or using teleportation or planar travel must make a saving throw using its spellcasting ability with disadvantage. On a failure, the creature is unable to cast spells, or travel magically. The affected target must make a saving throw using its spellcasting ability at the end of each of its turns. On a successful save, this effect ends. On a success, if the creature attempts to cast a spell with a casting time of 1 action or travel magically before the end of its next turn, roll a d20. On an 11 or higher, the spell or magical travel attempt doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell or magical travel attempt. If it can't, the spell or magical travel attempt is wasted.

Artificer (tST) 5th-level Evocation

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