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Guidance

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.

Artificer Divination cantrip

Fire Bolt

  • casting time1 action
  • range120ft

  • componentsV, S
  • durationInstantaneous

You hurl a mote of fire at a creature or object. Make a ranged spell attack against the target. On a hit, the target takes 1d10 fire damage. A flammable object hit by this spell ignites if it isn't being worn or carried.
This spell's damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10).

Magic Initiate (Wizard) Evocation cantrip

Mending

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

two lodestones

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn clack, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.

Artificer Transmutation cantrip

Find Familiar (ritual) [1/2]

  • casting time1 hour
  • range10ft

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

You gain the service of a familiar. Appearing in an unoccupied space, the familiar has the statistics of the chosen form, though it is a celestial, fey or fiend\.
A familiar can't attack, but it can take other actions as normal.
When the familiar drops to 0 hit points, it disappears, leaving behind no physical form.
While your familiar is within 100ft of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar's eyes and hear what it hears until the start of your next turn. During this time, you are deaf and blind with regard to your own senses.
As an action, you can temporarily dismiss your familiar. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30ft of you.
When you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100ft of you, and it must use its reaction to deliver the

Magic Initiate (Wizard) 1st level Conjuration

Find Familiar (ritual) [2/2]

  • casting time1 hour
  • range10ft

  • componentsV, S, M
  • durationInstantaneous

10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier

spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.

Magic Initiate (Wizard) 1st level Conjuration

Alarm (ritual)

  • casting time1 minute
  • range30ft

  • componentsV, S, M
  • duration8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted intrusion. Choose a door, a window, or an area that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won't set off the alarm. You also choose whether the alarm is mental or audible.
A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping.
An audible alarm produces the sound of a hand bell for 10 seconds within 60ft.

Artificer 1st level Abjuration

Absorb Elements

  • casting time1 reaction
  • rangeSelf

  • componentsS
  • duration1 round

When you take cold, fire, lightning, or thunder damage, the spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the extra damage increases by 1d6 for each slot level above 1st.

Artificer 1st level Abjuration

Minor Illusion

  • casting time1 action
  • range30ft

  • componentsS, M
  • duration1 minute

A bit of fleece

You create a sound or an image of an object that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Investigation check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.

Magic Initiate (Wizard) Illusion cantrip

Catapult

  • casting time1 action
  • range60ft

  • componentsS
  • durationInstantaneous

Choose one object weighing 1 to 5 pounds that isn't being worn or carried. The object flies in a straight line up to 90ft in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DEX save. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.

Artificer 1st level Transmutation

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Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Artificer 1st level Evocation

Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30ft of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3ft of wood or dirt.

Artificer 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration1 hour

You make yourself, including your clothing, armor, weapons, and other belongings on your person, look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can't change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Investigation check against your spell save DC.

Artificer 1st level Illusion

Expeditious Retreat

  • casting time1 BA
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a BA on each of your turns until the spell ends, you can take the Dash action.

Artificer 1st level Transmutation

Faerie Fire

  • casting time1 action
  • range60ft

  • componentsV
  • durationConcentration, up to 1 minute

Each object in a 20-foot cube is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a DEX save. For the duration, objects and affected creatures shed dim light in a 10-foot radius.
Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.

Artificer 1st level Evocation

False Life

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

a small amount of alcohol or distilled spirits

Bolstering yourself with a necromantic facsimile of life, you gain 1d4+4 temporary hit points for the duration.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.

Artificer 1st level Necromancy

Feather Fall

  • casting time1 reaction
  • range60ft

  • componentsV, M
  • duration1 minute

a white feather or the heart of a hen

Reaction—When you or a creature within 60ft of you falls Choose up to five falling creatures. A falling creature's rate of descent slows to 60ft per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.

Artificer 1st level Transmutation

Grease

  • casting time1 action
  • range60ft

  • componentsV, S, M
  • duration1 minute

a bit of pork rind or butter

Slick grease covers the ground in a 10-foot square centered on a point and turns it into difficult terrain for the duration.
When the grease appears, each creature standing in its area must succeed on a DEX save or fall prone. A creature that enters the area or ends its turn there must also succeed on a DEX save or fall prone.

Artificer 1st level Conjuration

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Artificer 1st level Divination

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Jump

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 minute

a grasshopper's hind leg

You touch a creature. The creature's jump distance is tripled until the spell ends.

Artificer 1st level Transmutation

Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pinch of dirt

You touch a creature. The target's speed increases by 10ft until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Artificer 1st level Transmutation

Purify Food and Drink (ritual)

  • casting time1 action
  • range10ft

  • componentsV, S
  • durationInstantaneous

All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice is purified and rendered free of poison and disease.

Artificer 1st level Transmutation

Sanctuary

  • casting time1 BA
  • range30ft

  • componentsV, S, M
  • duration1 minute

a small silver mirror

You ward a creature against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must first make a WIS save. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn't protect the warded creature from area effects, such as the explosion of a fireball.
If the warded creature makes an attack or casts a spell that affects an enemy creature, this spell ends.

Artificer 1st level Abjuration

Snare

  • casting time1 minute
  • rangeTouch

  • componentsS, M
  • duration8 hours

25ft of rope, which the spell consumes

As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Investigation check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell's radius. That creature must succeed on a DEX save or be magically hoisted into the air, leaving it hanging upside down 3ft above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can make a DEX save at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Arcana check against your spell save DC. On a success, the restrained effect ends.
After the trap is triggered, the spell ends when no creature is restrained by it.

Artificer 1st level Abjuration

Tasha's Caustic Brew

  • casting time1 action
  • rangeSelf (30-foot line)

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

a bit of rotten food

A stream of acid emanates from you in a line 30ft long and 5ft wide in a direction you choose. Each creature in the line must succeed on a DEX save or be covered in acid for the spell's duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns.
At Higher Levels: When you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Artificer (TCE) 1st-level evocation

Healing Word

  • casting time1 BA
  • range60ft

  • componentsV
  • durationInstantaneous

A creature of your choice that you can see regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Artificer (Alchemist) 1st level Evocation

Ray of Sickness

  • casting time1 action
  • range60ft

  • componentsV, S
  • durationInstantaneous

A ray of sickening greenish energy lashes out toward a creature. Make a ranged spell attack against the target. On a hit, the target takes 2d8 poison damage and must make a CON save. On a failed save, it is also poisoned until the end of your next turn.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.

Artificer (Alchemist) 1st level Necromancy

Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

A willing creature you touch is imbued with bravery. Until the spell ends, the creature is immune to being frightened and gains temporary hit points equal to your spellcasting ability modifier at the start of each of its turns. When the spell ends, the target loses any remaining temporary hit points from this spell.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target 1 additional creature for each slot level above 1st.

Artificer (Battle Smith) 1st level Enchantment

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Shield

  • casting time1 reaction
  • rangeSelf

  • componentsV, S
  • duration1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.

Artificer (Battle Smith) 1st level Abjuration

Aid

  • casting time1 action
  • range30ft

  • componentsV, S, M
  • duration8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures. Each target's hit point maximum and current hit points increase by 5 for the duration.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, a target's hit points increase by an additional 5 for each slot level above 2nd.

Artificer 2nd level Abjuration

Alter Self

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 hour

When you cast the spell, choose one of the following options. While the spell lasts, you can end one option as an action to gain the benefits of a different one.
Aquatic Adaptation: You can breathe underwater and gain a swimming speed equal to your walking speed.
Change Appearance: You transform your appearance. You can make yourself appear as a member of another race, though none of your statistics change. You also don't appear as a creature of a different size than you, and your basic shape stays the same. At any time for the duration of the spell, you can use your action to change your appearance in this way again.
Natural Weapons: You grow claws, fangs, spines, horns, or a different natural weapon of your choice. Your unarmed strikes deal 1d6 bludgeoning, piercing, or slashing damage, as appropriate to the natural weapon you chose, and you are proficient with you unarmed strikes. Finally, the natural weapon is magic and you have a +1 bonus to the attack and damage rolls you make using it.

Artificer 2nd level Transmutation

Arcane Lock

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5ft of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open. The DC to break it or pick any locks on it increases by 10.

Artificer 2nd level Abjuration

Blur

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this effect if it doesn't rely on sight, as with blindsight, or can see through illusions, as with truesight.

Artificer 2nd level Illusion

Continual Flame

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationUntil dispelled

ruby dust worth 50 gp, which the spell consumes

A flame, equivalent in brightness to a torch, springs forth from an object that you touch. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.

Artificer 2nd level Evocation

Darkvision

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration8 hours

either a pinch of dried carrot or an agate

You touch a willing creature to grant it the ability to see in the dark. For the duration, that creature has darkvision out to a range of 60ft.

Artificer 2nd level Transmutation

Enhance Ability

  • casting time1 action
  • rangeTouch

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

fur or a feather from a beast

You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects—the target gains the effect until the spell ends.
Bear's Endurance: The target has advantage on CON checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength: The target has advantage on STR checks, and his or her carrying capacity doubles.
Cat's Grace: The target has advantage on DEX checks. It also doesn't take damage from falling 20ft or less if it isn't incapacitated.
Eagle's Splendor: The target has advantage on CHA checks.
Fox's Cunning: The target has advantage on INT checks.
Owl's Wisdom: The target has advantage on WIS checks.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificer 2nd level Transmutation

Enlarge/Reduce

  • casting time1 action
  • range30ft

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

a pinch of powdered iron

You cause a creature or an object you can see to grow larger or smaller for the duration. Choose either a creature or an object not worn or carried. If the target is unwilling, it can make a CON save.
Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target has advantage on STR checks/saves. The target's weapons also grow and deal an extra 1d4 damage.
Reduce. The target's size is halved in all dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category. Until the spell ends, the target also disadvantage on STR checks/saves. The target's weapons also shrink and deal 1d4 less damage (min 1 damage).

Artificer 2nd level Transmutation

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Heat Metal

  • casting time1 action
  • range60ft

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

a piece of iron and a flame

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a BA on each of your subsequent turns to cause this damage again.
If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a CON save or drop the object if it can. If it doesn't drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.
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 above 2nd.

Artificer 2nd level Transmutation

Invisibility

  • casting time1 action
  • rangeTouch

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

an eyelash encased in gum arabic

A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificer 2nd level Illusion

Lesser Restoration

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Artificer 2nd level Abjuration

Levitate

  • casting time1 action
  • range60ft

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

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

One creature or object of your choice that you can see rises vertically, up to 20ft, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a CON save is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target's altitude by up to 20ft in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell's range.
When the spell ends, the target floats gently to the ground if it is still aloft.

Artificer 2nd level Transmutation

Magic Mouth (ritual)

  • casting time1 minute
  • range30ft

  • componentsV, S, M
  • durationUntil dispelled

a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes

You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried and speak the message of 25 words or less. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeats its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30ft of the object.

Artificer 2nd level Illusion

Magic Weapon

  • casting time1 BA
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Artificer 2nd level Transmutation

Protection from Poison

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize on poison that you know is present, or you neutralize one at random.
For the duration, the target has advantage on saves against being poisoned, and it has resistance to poison damage.

Artificer 2nd level Abjuration

Pyrotechnics

  • casting time1 action
  • range60ft

  • componentsV, S
  • durationInstantaneous

Choose an area of nonmagical flame that you can see and that can fit within a 5-foot cube. You can extinguish the fire in that area, and you create either fireworks or smoke when you do so.
Fireworks: The target explodes with a dazzling display of colors. Each creature within 10ft of the target must succeed on a CON save or become blinded until the end of your next turn.
Smoke: Thick black smoke spreads out from the target in a 20-foot radius, moving around corners. The area of the smoke is heavily obscured. The smoke persists for 1 minute or until a strong wind disperses it.

Artificer 2nd level Transmutation

Rope Trick

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

powdered corn extract and a twisted loop of parchment

You touch a length of rope that is up to 60ft long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can't cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.

Artificer 2nd level Transmutation

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See Invisibility

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

A pinch of Talc and a small sprinkling of powdered silver

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Artificer 2nd level Divination

Skywrite (ritual)

  • casting time1 action
  • rangeSight

  • componentsV, S
  • durationConcentration, up to 1 hour

You cause up to ten words to form in a part of the sky you can see. The words appear to be made of cloud and remain in place for the spell's duration. The words dissipate when the spell ends. A strong wind can disperse the clouds and end the spell early.

Artificer 2nd level Transmutation

Spider Climb

  • casting time1 action
  • rangeTouch

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

a drop of bitumen and a spider

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Artificer 2nd level Transmutation

Web

  • casting time1 action
  • range60ft

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

a bit of spider web

You conjure a mass of thick, sticky webbing at a point of your choice. The webs fill a 20-foot cube from that point for the duration. The webs are difficult 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 floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5ft.
Each creature that starts its turn in the webs or that enters them during its turn must make a DEX save. 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 actions to make a STR 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

Flaming Sphere

  • casting time1 action
  • range60ft

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

a bit of tallow, a pinch of brimstone, and a dusting of powdered iron

A 5-foot-diameter sphere of fire appears in an unoccupied space of your choice and lasts for the duration. Any creature that ends its turn within 5ft of the sphere must make a DEX save. The creature takes 2d6 fire damage on a fail, or half as much on a success.
As a BA, you can move the sphere up to 30ft. If you ram the sphere into a creature, that creature must make the save against the sphere's damage, and the sphere stops moving this turn.
When you move the sphere, you can direct it over barriers up to 5ft tall and jump it across pits up to 10ft wide. The sphere ignites flammable objects not being worn or carried, and it sheds bright light in a 20-foot radius and dim light for an additional 20ft.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d6 for each slot level above 2nd.

Artificer (Alchemist) 2nd level Conjuration

Melf's Acid Arrow

  • casting time1 action
  • range90ft

  • componentsV, S, M
  • durationInstantaneous

powdered rhubarb leaf and an adder's stomach

A shimmering green arrow streaks toward a target and bursts in a spray of acid. Make a ranged spell attack against the target. On a hit, the target takes 4d4 acid damage immediately and 2d4 acid damage at the end of its next turn. On a miss, the arrow splashes the target with acid for half as much of the initial damage and no damage at the end of its next turn.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage (both initial and later) increases by 1d4 for each slot level above 2nd.

Artificer (Alchemist) 2nd level Evocation

Branding Smite

  • casting time1 BA
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it is invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the extra damage increases by 1d6 for each slot level above 2nd.

Artificer (Battle Smith) 2nd level Evocation

Warding Bond

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • duration1 hour

a pair of platinum rings worth at least 50 gp each, which you and target must wear for the duration

This spell wards a willing creature you touch and creates a mystic connection between you and the target until the spell ends. While the target is within 60ft of you, it gains a +1 bonus to AC and saves, and it has resistance to all damage. Also, each time it takes damage, you take the same amount of damage.
The spell ends if you drop to 0 hit points or if you and the target become separated by more than 60ft. It also ends if the spell is cast again on either of the connected creatures. You can also dismiss the spell as an action.

Artificer (Battle Smith) 2nd level Abjuration

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