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

Spell-Refueling Ring

  • casting time Long Rest
  • range

  • components Any Ring
  • duration Requires Attunement

While wearing this ring, the creature can recover one expended spell slot as an action. The maximum level of the recovered slot is equal to the number of magic items the wearer is currently attuned to. Once used, the ring can’t be used again until the next dawn.

6th lvl Artificer Infusion

Mind Sharpener

  • casting time Long Rest
  • range

  • components Any Armor or Robes
  • duration

The infused item can send a jolt to the wearer to refocus their mind. While wearing this infused item, whenever the creature fails a Constitution saving throw to maintain concentration on a spell, it can use its reaction to succeed instead.

2nd lvl Artificer Infusion

Armor of Tools

  • casting time Long Rest
  • range

  • components Any Armor
  • duration

As an action, a creature wearing this infused armor can integrate into it artisan’s tools or thieves’ tools. The tools remain integrated in the armor for 8 hours or until the wearer removes the tools as an action. The armor can have only one tool integrated at a time.

The wearer can add its Intelligence modifier to any ability checks it makes with the integrated tool. The wearer must have a hand free to use the tool.

2nd lvl Artificer Infusion

Gloves of Storing

  • casting time Long Rest
  • range

  • components Any Pair of Gloves
  • duration

Gloves of storing come in pairs, each one tied to a small pocket dimension. While wearing the gloves and holding an object that weighs no more than 20 pounds and can be held in one hand, you can use a bonus action to store that object inside the glove’s extradimensional space. When an object is stored inside the extradimensional space, you can use a bonus action to summon it back into your empty hand. You can only store a single object in each glove’s extradimensional space, for a total
of two items between the pair.

The gloves’ weight is negligible, regardless of their contents. If a glove is pierced or torn, it ruptures and is destroyed, and the object it was storing is lost in the Astral Plane.

Placing gloves of storing inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate
then closes. The gate is one-way only and can’t be reopened.

6th lvl Artificer Infusion

Final Messenger (1/3)

  • casting time Long Rest
  • range

  • components
  • duration

A final messenger is a tiny homunculus—a delicate winged creature designed to facilitate communication between warforged soldiers during the Last War.

If you are a warforged, you can use an action to hold a final messenger and integrate it into your body. While it is part of your body, the messenger cannot be targeted by any attack. You can only have one messenger attached to your body at a time.

A final messenger holds four pieces of data, accessible only to the warforged it is attached to:

• A destination for the messenger. This can be very specific (a particular apartment in Sharn) or more general (an open marketplace).

• A target individual. This could be a specific person or a category (“Any Karrnathi warforged”).

6th lvl Artificer Infusion

Final Messenger (3/3)

  • casting time Long Rest
  • range

  • components
  • duration

A final messenger is a Tiny construct with an AC of 20, 6 hit points, and a flying speed of 60 feet. It is immune to poison damage, psychic damage, and all conditions other than unconsciousness. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). It has darkvision with a range of 60 feet. It has no limbs and the only action it can take on its turn is the Dash action. A messenger can only remain active for 8 hours after it detaches from a warforged body, after which time its energy dissipates and it falls unconscious. An unconscious messenger must complete a short or long rest attached to a warforged, after which it regains its energy, as well as regaining all lost hit points.

6th lvl Artificer Infusion

Final Messenger (2/3)

  • casting time Long Rest
  • range

  • components
  • duration

• A single image recorded through the eyes of a warforged attached to the messenger.

• A message of up to 25 words.

While the messenger is attached to you, you can use an action to review the data currently stored within the final messenger, and if you choose, to change any or all of these data points. You can release the final messenger as a bonus action, at which point it flies to its destination by the most direct route possible. Once it reaches the destination it seeks the target individual, if no target has been set, it approaches the nearest warforged.

If you are reduced to 0 hit points while a final messenger is attached to you, it immediately detaches and seek out its target. It retains its stored message, but replaces its stored image with the last thing you saw before dropping to zero hit points.

6th lvl Artificer Infusion

Tools of the Master (+1)

  • casting time Long Rest
  • range

  • components Any Tools
  • duration Requires Attunement by a Character Proficient with the tool

While using this tool as a spellcasting focus, you gain a +1 bonus to spell attack rolls. In addition, you can add this bonus to any ability check you make using this tool.

2nd lvl Artificer Infusion

Healing Salve

  • casting time Long Rest
  • range

  • components Any Jar of Lotion
  • duration

You can apply this magical salve to heal the wounds of you or your companions. The healing salve has 4 charges. As an action, you can expend one charge and touch a creature, healing that creature a number of hit points equal to 1d6 + your Intelligence modifier. The salve regains all expended charges daily at dawn.

2nd lvl Artificer Infusion

6 6
2 2
2 2
6 6
6 6
6 6
6 6
2 2
2 2

Resistance Breaker

  • casting time Long Rest
  • range

  • components Any Melee Weapon
  • duration

This magic weapon has 5 charges. When the wielder hits a creature, they can expend 1 charge to negate all of that creature’s damage resistances until the end of the wielder’s next turn. The weapon regains 1d4+1 charges daily at dawn.

2nd lvl Artificer Infusion

Silent Weapon

  • casting time Long Rest
  • range

  • components Any Ranged Weapon
  • duration

This magic weapon grants a +1 bonus to attack and damage rolls made with it. When the wielder is hidden from a creature and misses it with a ranged weapon attack made with this weapon, making the attack doesn’t reveal the wielder’s position.

2nd lvl Artificer Infusion

Quiver of Energy

  • casting time Long Rest
  • range

  • components Any Ammunition Container
  • duration Requires Attunement

When you infuse this item, choose one damage type: cold, fire, lightning, or poison. The first time each turn that the bearer hits a target with a weapon attack using ammunition drawn from this quiver, the attack deals an extra 1d6 damage of the chosen type.

6th lvl Artificer Infusion

Fortify Defense

  • casting time Long Rest
  • range

  • components Any Armor
  • duration Requires Attunement

A creature gains a +1 bonus to Armor Class while wearing this armor.

The armor has 4 charges. As a reaction when the wearer suffers a critical hit, they can expend 1 charge and count that hit as a normal hit instead. Any effects triggered by the critical hit are negated. The armor regains 1d4 expended charges daily at dawn.

6th lvl Artificer Infusion

Bane Weapon

  • casting time Long Rest
  • range

  • components Any Melee Weapon
  • duration Requires Attunement

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

When you infuse this item, choose one of the following creature types: aberration, beast, celestial, dragon, fiend, giant, or undead. The weapon has 4 charges. When the wielder hits a creature of this type with the weapon, they can expend 1 charge and inflict an additional 2d6 damage of the weapon’s type with the attack. The weapon regains 1d4 charges daily at dawn.

6th lvl Artificer Infusion

Wandsheath

  • casting time Long Rest
  • range

  • components Any Warforged
  • duration Requires Attunement by a Warforged

A wand sheath clamps onto your arm and imparts thefollowing benefits:

• The wand sheath can't be removed from you while you're attuned to it.

• You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time.

• You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free.

If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.

6th lvl Artificer Infusion

Enhanced Weapon

  • casting time Long Rest
  • range

  • components A Simple or Martial Weapon
  • duration

This magic weapon grants a + 1 bonus to attack and
damage rolls made with it.

The bonus increases to +2 when you reach 10th level
in this class.

2nd lvl Artificer Infusion

Enhanced Defense

  • casting time Long Rest
  • range

  • components A suit of Armor or a Shield
  • duration

A creature gains a + 1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

The bonus increases to +2 when you reach 10th level
in this class.

2nd lvl Artificer Infusion

Enhanced Arcane Focus

  • casting time Long Rest
  • range

  • components A rod, staff, or Wand
  • duration Requires Attunement

While holding this item, a creature gains a + 1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

The bonus increases to +2 when you reach 10th level
in this class.

2nd lvl Artificer Infusion

2 2
2 2
6 6
6 6
6 6
6 6
2 2
2 2
2 2

Boots of the Winding Path

  • casting time Long Rest
  • range

  • components A pare of Boots
  • duration Requires attunement

While wearing these boots, a creature can teleport up to 1 5 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

6th lvl Artificer Infusion

Homunculus Servant (1/2)

  • casting time Long Rest
  • range

  • components A gem worth 100 gp or a dragonshard
  • duration

You learn intricate methods for magically creating a special homunculus that serves you. The item you infuse serves as the creature's heart, around which the creature's body instantly forms.

You determine the homunculus's appearance. Some artificers prefer mechanical-looking birds, whereas some like winged vials or miniature, animate cauldrons.

The homunculus is friendly to you and your companions, and it obeys your commands. See this creature's game statistics in the Homunculus Servant stat block.

6th lvl Artificer Infusion

Homunculus Servant (2/2)

  • casting time Long Rest
  • range

  • components A gem worth 100 gp or a dragonshard
  • duration

In combat, the homunculus shares your initiative
count, but it takes its turn immediately after yours. It can move and use its reaction on its own, but the only action it takes on its turn is the Dodge action, unless you take a bonus action on your turn to command it to take the action in its stat block or the Dash, Disengage, Help, Hide, or Search action.

The homunculus regains 2d6 hit points if the mending spell is cast on it. If it dies, it vanishes, leaving its heart in its space.

6th lvl Artificer Infusion

Repulsion Shield

  • casting time Long Rest
  • range

  • components A Shield
  • duration Requires Attunement

A creature gains a + 1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains ld4 expended charges daily at dawn.

6th lvl Artificer Infusion

Resistant Armor

  • casting time Long Rest
  • range

  • components A suit of armor
  • duration Requires Attunement

While wearing this armor, a creature has resistance to one of the following damage types, which you choose when you infuse the item: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.

6th lvl Artificer Infusion

Returning Weapon

  • casting time Long Rest
  • range

  • components A Simple or Martial Weapon with the thrown property
  • duration

This magic weapon grants a + 1 bonus to attack and damage rolls made with it, and it returns to the wielder's hand immediately after it is used to make a
ranged attack.

2nd lvl Artificer Infusion

Alchemey Jug (1/2)

  • casting time Long Rest
  • range

  • components A ceramic jug
  • duration

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

2nd lvl Artificer Infusion

Alchemey Jug (2/2)

  • casting time Long Rest
  • range

  • components A ceramic jug
  • duration

Liquid Max Amount
Acid 8 ounces
Oil 1 quart
Basic poison 1/2 ounce
Vinegar 2 gallons
Beer 4 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Wine 1 gallon

2nd lvl Artificer Infusion

Radiant Weapon

  • casting time Long Rest
  • range

  • components A simple or Martial Weapon
  • duration Requires Attunement

This magic weapon grants a + 1 bonus to attack and
damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains ld4 expended charges daily at dawn.

6th lvl Artificer Infusion

6 6
6 6
6 6
6 6
6 6
2 2
2 2
2 2
6 6

Repeating Shot

  • casting time Long Rest
  • range

  • components A simple or Martial weapon with the ammunition property
  • duration Requires Attunement

This magic weapon grants a + 1 bonus to attack and
damage rolls made with it when it's used to make a
ranged attack, and it ignores the loading property if
it has it.

If you load no ammunition in the weapon, it produces
its own, automatically creating one piece of magic ammunition when you make a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

2nd lvl Artificer Infusion

Armblade

  • casting time Long Rest
  • range

  • components Any one -handed melee weapon
  • duration Requires Attunement by a Warforged

An armblade is a magic weapon that attaches to your
arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.

As a bonus action, you can retract the armblade into
your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.

2nd lvl Artificer Infusion

Bag of Holding

  • casting time Long Rest
  • range

  • components Any medium sized bag
  • duration

This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal
to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

2nd lvl Artificer Infusion

Cap of Water Breathing

  • casting time Long Rest
  • range

  • components Any head cover
  • duration

While wearing this cap underwater, you can speak its
command word as an action to create a bubble of air around your head. It allows you to breathe normally
underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

2nd lvl Artificer Infusion

Goggles of Night

  • casting time Long Rest
  • range

  • components Any set of goggles
  • duration

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision. wearing the goggles increases its range by 60 feet.

2nd lvl Artificer Infusion

Prosthetic Limb

  • casting time Long Rest
  • range

  • components Any prosthetic
  • duration requires attunement by a creature missing some or all of a limb

This artificial limb replaces a hand, arm, foot, leg, or
similar appendage that was lost or removed. While the prosthetic is attached and attuned to you, it functions identically to the body part it is replacing. You can detach or reattach it as an action, and it can't be removed by anyone else.

If you have multiple prosthetic limbs, they count as a
single magic item with regard to the number of magic items you can attune to.

2nd lvl Artificer Infusion

Rope of Climbing

  • casting time Long Rest
  • range

  • components Any rope
  • duration

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at
1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1
hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

2nd lvl Artificer Infusion

Sending Stones

  • casting time Long Rest
  • range

  • components Any two stones
  • duration

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical

2nd lvl Artificer Infusion

Wand of Magic Detection

  • casting time Long Rest
  • range

  • components Any non-magical wand
  • duration

This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

2nd lvl Artificer Infusion

2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2
2 2

Wand of Secrets

  • casting time Long Rest
  • range

  • components Any non-magical wand
  • duration

The wand has 3 charges. While holding it. you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

2nd lvl Artificer Infusion

Ring of Water Walking

  • casting time Long Rest
  • range

  • components Any Ring
  • duration

While wearing this ring, you can stand on and move
across any liquid surface as if it were solid ground.

6th lvl Artificer Infusion

Cloak of the Manta Ray

  • casting time Long Rest
  • range

  • components Any Cloak
  • duration

While wearing this cloak with its hood up, you can
breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action

6th lvl Artificer Infusion

Cloak of Elvenkind

  • casting time Long Rest
  • range

  • components Any Cloak
  • duration Requires Attunement

While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have
disadvantage and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

6th lvl Artificer Infusion

Boots of Elvenkind

  • casting time Long Rest
  • range

  • components Any Pair of Boots
  • duration

While you wear these boots, your steps make no sound regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

6th lvl Artificer Infusion

Eyes of Charming

  • casting time Long Rest
  • range

  • components Any pair of glasses or goggles
  • duration Requires Attunement

These crystal lenses fit over the eyes. They have 3
charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

6th lvl Artificer Infusion

Gloves of Thievery

  • casting time Long Rest
  • range

  • components Any Pair of Gloves
  • duration

These gloves are invisible while worn. While wearing
them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

6th lvl Artificer Infusion

Lantern of Revealing

  • casting time Long Rest
  • range

  • components Any Lantern or Lamp
  • duration

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood reducing the light to dim light in a 5-foot radius.

6th lvl Artificer Infusion

Pipes of Haunting

  • casting time Long Rest
  • range

  • components Any Wind Instrument
  • duration

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

6th lvl Artificer Infusion

2 2
6 6
6 6
6 6
6 6
6 6
6 6
6 6
6 6