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Cloud of Daggers

  • casting time Action
  • range 60 ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

A sliver of glass

You conjure spinning daggers in a 5-foot Cube centered on a point within range. Each creature in that area takes 4d4 Slashing damage. A creature also takes this damage if it enters the Cube or ends its turn there or if the Cube moves into its space. A creature takes this damage only once per turn.

On your later turns, you can take a Magic action to teleport the Cube up to 30 feet.

Using a Higher-Level Spell Slot. The damage increases by 2d4 for each spell slot level above 2.

Warlock 2nd Level Conjuration

Befuddlement

  • casting time Action
  • range 150 ft.

  • components V, S, M
  • duration Instantaneous

A key ring with no keys

You blast the mind of a creature that you can see within range. The target makes an Intelligence saving throw.

On a failed save, the target takes 10d12 Psychic damage and can’t cast spells or take the Magic action. At the end of every 30 days, the target repeats the save, ending the effect on a success. The effect can also be ended by the Greater Restoration, Heal, or Wish spell.

On a successful save, the target takes half as much damage only.

Warlock 8th Level Enchantment

Agonizing Blast

  • casting time
  • range

  • components
  • duration

Choose one of your known Warlock cantrips that deals damage. You can add your Charisma modifier to that spell’s damage rolls.

Warlock Eldritch Evocation

Reliable Talent

  • casting time
  • range

  • components
  • duration

Whenever you make an ability check that uses one of your skill or tool proficiencies, you can treat a d20 roll of 9 or lower as a 10.

Rogue

Evasion

  • casting time
  • range

  • components
  • duration

You can nimbly dodge out of the way of certain dangers. When you’re subjected to an effect that allows you to make a Dexterity saving throw to take only half damage, you instead take no damage if you succeed on the saving throw and only half damage if you fail. You can’t use this feature if you have the Incapacitated condition.

Rogue

Web

  • casting time Action
  • range 60 ft.

  • components V, S, M
  • duration Concentration, up to 1 hour

A bit of spiderweb

You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the 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 5 feet.
The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
A creature Restrained by the webs can take an action to make a Strength (Athletics) 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

Spider Climb

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, 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 along ceilings, while leaving its hands free. The target also gains a Climb Speed equal to its Speed.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Artificer 2nd Level Transmutation

See Invisibility

  • casting time Action
  • range Self

  • components V, S, M
  • duration 1 hour

A pinch of talc

For the duration, you see creatures and objects that have the Invisible condition as if they were visible, and you can see into the Ethereal Plane. Creatures and objects there appear ghostly.

Artificer 2nd Level Divination

Rope Trick

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour

A segment of rope

You touch a rope. One end of it hovers upward until the rope hangs perpendicular to the ground or the rope reaches a ceiling. At the rope’s upper end, an Invisible 3-foot-by-5-foot portal opens to an extradimensional space that lasts until the spell ends. That space can be reached by climbing the rope, which can be pulled into or dropped out of it.

The space can hold up to eight Medium or smaller creatures. Attacks, spells, and other effects can’t pass into or out of the space, but creatures inside it can see through the portal. Anything inside the space drops out when the spell ends.

Artificer 2nd Level Transmutation

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Protection from Poison

  • casting time Action
  • range Touch

  • components V, S
  • duration 1 hour

You touch a creature and end the Poisoned condition on it. For the duration, the target has Advantage on saving throws to avoid or end the Poisoned condition, and it has Resistance to Poison damage.

Artificer 2nd Level Abjuration

Magic Weapon

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration 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. The spell ends early if you cast it again.

Using a Higher-Level Spell Slot. The bonus increases to +2 with a level 3–5 spell slot. The bonus increases to +3 with a level 6+ spell slot.

Artificer 2nd Level Transmutation

Magic Mouth [2/2]

  • casting time 1 minute or Ritual
  • range 30 ft.

  • components V, S, M
  • duration Until dispelled

Jade dust worth 10+ GP, which the spell consumes

The trigger can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.

Artificer 2nd Level Illusion

Magic Mouth [1/2]

  • casting time 1 minute or Ritual
  • range 30 ft.

  • components V, S, M
  • duration Until dispelled

Jade dust worth 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 by another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.

When that trigger occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there, so the words appear to come from the object’s mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.

Artificer 2nd Level Illusion

Levitate

  • casting time Action
  • range 60 ft.

  • components V, S, M
  • duration Concentration, up to 10 minutes

A metal spring

One creature or loose object of your choice that you can see within range rises vertically up to 20 feet and remains suspended there for the duration. The spell can levitate an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw 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 20 feet 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 take a Magic 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

Lesser Restoration

  • casting time Bonus Action
  • range Touch

  • components V, S
  • duration Instantaneous

You touch a creature and end one condition on it: Blinded, Deafened, Paralyzed, or Poisoned.

Artificer 2nd Level Abjuration

Invisibility

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

An eyelash in gum arabic

A creature you touch has the Invisible condition until the spell ends. The spell ends early immediately after the target makes an attack roll, deals damage, or casts a spell.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Artificer 2nd Level Illusion

Homonculus Servant

  • casting time 1 hour or Ritual
  • range 10 ft.

  • components V, S, M
  • duration Instantaneous

A gem or crystal worth 100+ GP, which the spell consumes

You summon a special homunculus in an unoccupied space within range. This creature uses the Homunculus Servant stat block. If you already have a homunculus from this spell, the homunculus is replaced by the new one.

You determine the homunculus' appearance, such as a mechanical-looking bird, winged vials, or a miniature, animate cauldrons.

Combat. The homunculus is an ally to you and
your allies. In combat, it shares your Initiative count, but it takes its turn immediately after yours. It obeys your commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its movement to avoid danger.

Using a Higher-Level Spell Slot. Use the spell slot's level for the spell's level in the stat block.

Artificer 2nd Level Conjuration

Heat Metal

  • casting time Action
  • range 60 ft.

  • components V, S, M
  • duration Concentration, 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 within range. 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 take a Bonus Action on each of your later turns to deal this damage again if the object is within range.

If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw 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.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Artificer 2nd Level Transmutation

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Enlarge/Reduce

  • casting time Action
  • range 30 ft.

  • components V, S, M
  • duration Concentration, up to 1 minute

A pinch of powdered iron

For the duration, the spell enlarges or reduces a creature or an object you can see within range. A targeted object must be neither worn nor carried. If the target is an unwilling creature, it can make a Constitution saving throw. On a successful save, the spell has no effect. Everything that a targeted creature is wearing and carrying changes size with it. Any item it drops returns to normal size at once. A thrown weapon or piece of ammunition returns to normal size immediately after it hits or misses a target.
Enlarge. The target’s size increases by one category—from Medium to Large, for example. The target also has Advantage on Strength checks and Strength saving throws. The target’s attacks with its enlarged weapons or Unarmed Strikes deal an extra 1d4 damage.
Reduce. The target’s size decreases by one category—from Medium to Small, for example. The target also has Disadvantage on Strength checks and Strength saving throws. The target’s attacks with its reduced weapons or Unarmed Strikes deal 1d4 less damage.

Artificer 2nd Level Transmutation

Enhance Ability

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 hour

Fur or a feather

You touch a creature and choose Strength, Dexterity, Intelligence, Wisdom, or Charisma. For the duration, the target has Advantage on ability checks using the chosen ability.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2. You can choose a different ability for each target.

Artificer 2nd Level Transmutation

Dragon's Breath

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration Concentration, up to 1 minute

A hot pepper

You touch one willing creature, and choose Acid, Cold, Fire, Lightning, or Poison. Until the spell ends, the target can take a Magic action to exhale a 15-foot Cone. Each creature in that area makes a Dexterity saving throw, taking 3d6 damage of the chosen type on a failed save or half as much damage on a successful one.

Using a Higher-Level Spell Slot. The damage increases by 1d6 for each spell slot level above 2.

Artificer 2nd Level Transmutation

Darkvision

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 8 hours

A dried carrot

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Artificer 2nd Level Transmutation

Continual Flame

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Until dispelled

Ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Artificer 2nd Level Evocation

Blur

  • casting time Action
  • range Self

  • components V
  • duration Concentration, up to 1 minute

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Artificer 2nd Level Illusion

Arcane Vigor

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration Instantaneous

You tap into your life force to heal yourself. Roll one or two of your unexpended Hit Point Dice, and regain a number of Hit Points equal to the roll’s total plus your spellcasting ability modifier. Those dice are then expended.

Using a Higher-Level Spell Slot. The number of unexpended Hit Dice you can roll increases by one for each spell slot level above 2.

Artificer 2nd Level Abjuration

Arcane Lock

  • casting time Action
  • range Touch

  • components V, S, M
  • duration Until dispelled

Gold dust worth 25+ GP, which the spell consumes

You touch a closed door, window, gate, container, or hatch and magically lock it for the duration. This lock can’t be unlocked by any nonmagical means. You and any creatures you designate when you cast the spell can open and close the object despite the lock. You can also set a password that, when spoken within 5 feet of the object, unlocks it for 1 minute.

Artificer 2nd Level Abjuration

Alter Self [2/2]

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

Natural Weapons. You grow claws (Slashing), fangs (Piercing), horns (Piercing), or hooves (Bludgeoning). When you use your Unarmed Strike to deal damage with that new growth, it deals 1d6 damage of the type in parentheses instead of dealing the normal damage for your Unarmed Strike, and you use your spellcasting ability modifier for the attack and damage rolls rather than using Strength.

Artificer 2nd Level Transmutation

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Alter Self [1/2]

  • casting time Action
  • range Self

  • components V, S
  • duration Concentration, up to 1 hour

You alter your physical form. Choose one of the following options. Its effects last for the duration, during which you can take a Magic action to replace the option you chose with a different one.

Aquatic Adaptation. You sprout gills and grow webs between your fingers. You can breathe underwater and gain a Swim Speed equal to your Speed.

Change Appearance. You alter your appearance. You decide what you look like, including your height, weight, facial features, sound of your voice, hair length, coloration, and other distinguishing characteristics. You can make yourself appear as a member of another species, though none of your statistics change. You can’t appear as a creature of a different size, and your basic shape stays the same, if you’re bipedal, you can’t use this spell to become quadrupedal, for instance. For the duration, you can take a Magic action to change your appearance in this way again.

Artificer 2nd Level Transmutation

Aid

  • casting time Action
  • range 30 ft.

  • components V, S, M
  • duration 8 hours

A strip of white cloth

Choose up to three creatures within range. Each target’s Hit Point maximum and current Hit Points increase by 5 for the duration.

Using a Higher-Level Spell Slot. Each target’s Hit Points increase by 5 for each spell slot level above 2.

Artificer 2nd Level Abjuration

Sanctuary

  • casting time Bonus Action
  • range 30 ft.

  • components V, S, M
  • duration 1 minute

A shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Artificer 1st Level Abjuration

Purify Food and Drink

  • casting time Action or Ritual
  • range 10 ft.

  • components V, S
  • duration Instantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

Artificer 1st Level Transmutation

Longstrider

  • casting time Action
  • range Touch

  • components V, S, M
  • duration 1 hour

A pinch of dirt

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Artificer 1st Level Transmutation

Jump

  • casting time Bonus Action
  • range Touch

  • components V, S, M
  • duration 1 minute

A grasshopper's hind leg

You touch a willing creature. Once on each of its turns until the spell ends, that creature can jump up to 30 feet by spending 10 feet of movement.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Artificer 1st Level Transmutation

Identify

  • casting time 1 minute or Ritual
  • range Touch

  • components V, S, M
  • duration Instantaneous

A pearl worth 100+ GP

You touch an object throughout the spell’s casting. If the object is a magic item or some other magical object, you learn its properties and how to use them, whether it requires Attunement, and how many charges it has, if any. You learn whether any ongoing spells are affecting the item and what they are. If the item was created by a spell, you learn that spell’s name.

If you instead touch a creature throughout the casting, you learn which ongoing spells, if any, are currently affecting it.

Artificer 1st Level Divination

Grease

  • casting time Action
  • range 60 ft.

  • components V, S, M
  • duration 1 minute

A bit of pork rind or butter

Nonflammable grease covers the ground in a 10-foot square centered on a point within range and turns it into Difficult Terrain for the duration.

When the grease appears, each creature standing in its area must succeed on a Dexterity saving throw or have the Prone condition. A creature that enters the area or ends its turn there must also succeed on that save or fall Prone.

Artificer 1st Level Conjuration

Feather Fall

  • casting time Reaction, which you take when you or a creature you can see within 60 ft of you falls
  • range 60 ft.

  • components V, M
  • duration 1 minute

A small feather or piece of down

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If a creature lands before the spell ends, the creature takes no damage from the fall, and the spell ends for that creature.

Artificer 1st Level Transmutation

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False Life

  • casting time Action
  • range Self

  • components V, S, M
  • duration Instantaneous

A drop of alcohol

You gain 2d4 + 4 Temporary Hit Points.

Using a Higher-Level Spell Slot. You gain 5 additional Temporary Hit Points for each spell slot level above 1.

Artificer 1st Level Necromancy

Faerie Fire

  • casting time Action
  • range 60 ft.

  • components V
  • duration Concentration, up to 1 minute

Objects in a 20-foot Cube within range are outlined in blue, green, or violet light (your choice). Each creature in the Cube is also outlined if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.

Attack rolls against an affected creature or object have Advantage if the attacker can see it.

Artificer 1st Level Evocation

Expeditious Retreat

  • casting time Bonus Action
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

Artificer 1st Level Transmutation

Disguise Self

  • casting time Action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs as you have. 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.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Artificer 1st Level Illusion

Detect Magic

  • casting time Action or Ritual
  • range Self

  • components V, S
  • duration Concentration, up to 10 minutes

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell’s school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Artificer 1st Level Divination

Cure Wounds

  • casting time Action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of Hit Points equal to 2d8 plus your spellcasting ability modifier.

Using a Higher-Level Spell Slot. The healing increases by 2d8 for each spell slot level above 1.

Artificer 1st Level Abjuration

Alarm

  • casting time 1 minute or Ritual
  • range 30 ft.

  • components V, S, M
  • duration 8 hours

A bell and silver wire

You set an alarm against intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot Cube. Until the spell ends, an alarm alerts you whenever a 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 audible or mental:

Audible Alarm. The alarm produces the sound of a handbell for 10 seconds within 60 feet of the warded area.

Mental Alarm. You are alerted by a mental ping if you are within 1 mile of the warded area. This ping awakens you if you’re asleep.

Artificer 1st Level Abjuration

Shatter

  • casting time Action
  • range 60 ft.

  • components V, S, M
  • duration Instantaneous

A chip of mica

A loud noise erupts from a point of your choice within range. Each creature in a 10-foot-radius Sphere centered there makes a Constitution saving throw, taking 3d8 Thunder damage on a failed save or half as much damage on a successful one. A Construct has Disadvantage on the save.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 2.

Artificer - Armorer 2nd Level Evocation

Mirror Image

  • casting time Action
  • range Self

  • components V, S
  • duration 1 minute

Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real.

Each time a creature hits you with an attack roll during the spell’s duration, roll a d6 for each of your remaining duplicates. If any of the d6s rolls a 3 or higher, one of the duplicates is hit instead of you, and the duplicate is destroyed. The duplicates otherwise ignore all other damage and effects. The spell ends when all three duplicates are destroyed.

A creature is unaffected by this spell if it has the Blinded condition, Blindsight, or Truesight.

Artificer - Armorer 2nd Level Illusion

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Thunderwave

  • casting time Action
  • range Self

  • components V, S
  • duration Instantaneous

You unleash a wave of thunderous energy. Each creature in a 15-foot Cube originating from you makes a Constitution saving throw. On a failed save, a creature takes 2d8 Thunder damage and is pushed 10 feet away from you. On a successful save, a creature takes half as much damage only.

In addition, unsecured objects that are entirely within the Cube are pushed 10 feet away from you, and a thunderous boom is audible within 300 feet.

Using a Higher-Level Spell Slot. The damage increases by 1d8 for each spell slot level above 1.

Artificer - Armorer 1st Level Evocation

Magic Missile

  • casting time Action
  • range 120 ft.

  • components V, S
  • duration Instantaneous

You create three glowing darts of magical force. Each dart strikes a creature of your choice that you can see within range. A dart deals 1d4 + 1 Force damage to its target. The darts all strike simultaneously, and you can direct them to hit one creature or several.

Using a Higher-Level Spell Slot. The spell creates one more dart for each spell slot level above 1.

Artificer - Armorer 1st Level Evocation

True Strike

  • casting time Action
  • range Self

  • components S, M
  • duration Instantaneous

A weapon with which you have proficiency that is worth 1+ CP

Guided by a flash of magical insight, you make one attack with the weapon used in the spell’s casting. The attack uses your spellcasting ability for the attack and damage rolls instead of using Strength or Dexterity. If the attack deals damage, it can be Radiant damage or the weapon’s normal damage type (your choice).

Cantrip Upgrade. Whether you deal Radiant damage or the weapon’s normal damage type, the attack deals extra Radiant damage when you reach levels 5 (1d6), 11 (2d6), and 17 (3d6).

Artificer Divination Cantrip

Thunderclap

  • casting time Action
  • range Self

  • components S
  • duration Instantaneous

Each creature in a 5-foot Emanation originating from you must succeed on a Constitution saving throw or take 1d6 Thunder damage. The spell’s thunderous sound can be heard up to 100 feet away.

Cantrip Upgrade. The damage increases by 1d6 when you reach levels 5 (2d6), 11 (3d6), and 17 (4d6).

Artificer Evocation Cantrip

Mending

  • casting time 1 Minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

Two lodestones

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, 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, but it can’t restore magic to such an object.

Artificer Transmutation Cantrip

Speedy

  • casting time
  • range

  • components
  • duration

Speed Increase. Your Speed increases by 10 feet.

Dash over Difficult Terrain. When you take the Dash action on your turn, Difficult Terrain doesn’t cost you extra movement for the rest of that turn.

Agile Movement. Opportunity Attacks have Disadvantage against you.

Feat

Alert

  • casting time
  • range

  • components
  • duration

Initiative Proficiency. When you roll Initiative, you can add your Proficiency Bonus to the roll.

Initiative Swap. Immediately after you roll Initiative, you can swap your Initiative with the Initiative of one willing ally in the same combat. You can’t make this swap if you or the ally has the Incapacitated condition.

Feat

Armor Model - Guardian

  • casting time
  • range

  • components
  • duration

You design your armor to be in the front line of conflict. It has the following features:

Thunder Gauntlets. Each of the armor's gauntlets has the following traits:
Weapon Category: Simple Melee
Damage on a Hit: 1d8 Thunder plus the ability modifier used for the attack roll.

Distracting Pulse. A creature hit by the gauntlet has Disadvantage on attack rolls against targets other than you until the start of your next turn.

Defensive Field. While you are Bloodied, you can take a Bonus Action to gain Temporary Hit Points equal to your Artificer level. You lose these Temporary Hit Points if you doff the armor.

Artificer Armorer

Arcane Armor

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As a Magic action while you have Smith's Tools in hand, you can turn a suit of armor you are wearing into Arcane Armor. The armor continues to be Arcane Armor until you don another suit of armor or you die.
You gain the following benefits while wearing your Arcane Armor:
No Strength Requirement
Quick Don and Doff
Spellcasting Focus
Second Skin. The armor attaches to you and can't be removed against your will. It also expands to cover your entire body, although you can retract or deploy the helmet as a Bonus Action. The armor replaces missing limbs, functioning identically to a limb it replaces.

Artificer Armorer

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Tools of the Trade

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When you craft nonmagical or magic armor, the amount of time required to craft is halved.

Artificer Armorer

Flash of Genius

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When you or a creature you can see within 30 feet of you fails an ability check or a saving throw, you can take a Reaction to add a bonus to the roll, potentially causing it to succeed. The bonus equals your Intelligence modifier.

You can take this Reaction a number of times equal to your Intelligence modifier (minimum of
once). You regain all expended uses when you finish a Long Rest.

Artificer

Magic Item Tinker [2/2]

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Transmute Magic Item. As a Magic action, you can touch one magic item within 5 feet of yourself that you created with Replicate Magic Item and transform it into a different magic item. The resulting item must be based on a magic item plan you know. Once you use this feature, you can't do so again until you finish a Long Rest

Artificer

Magic Item Tinker [1/2]

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Your Replicate Magic Item feature gains the
following options.
Charge Magic Item. As a Bonus Action, you can
touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and uses charges.
You recharge the item and expend a level 1+ spell slot. The number of charges an item regains is equal to the level of spell slot expended.
Drain Magic Item. As a Bonus Action, you can touch a magic item within 5 feet of yourself that you created with Replicate Magic Item and cause the item to vanish, converting its magical energy into a spell slot. The slot is level 1 if the item is Common or level 2 if the item is Uncommon or Rare. Once you use this feature, you can’t do so again until you finish a Long Rest.

Artificer

Replicate Magic Item [2/2]

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Creating an Item. When you finish a Long Rest,
you can create one or two different magic items if
you have Tinker’s Tools in hand. Each item is based
on one of the plans you know for this feature.
If a created item requires Attunement, you can
attune yourself to it the instant you create it. If you
decide to attune to the item later, you must do so
using the normal process for Attunement.
When you reach certain Artificer levels specified
in the Magic Items column of the Artificer Features
table, the number of magic items you can create at
the end of a Long Rest increases. Each item you
create must be based on a different plan you know.
If you try to exceed your maximum number of
magic items for this feature, the oldest item
vanishes, and then the new item appears.
Duration. A magic item created by this feature
functions as the normal magic item, except its magic
isn’t permanent. When you die, the magic item
vanishes after 1d4 days. If you replace a plan you
know with a new plan, any magic item created with
the replaced plan immediately vanishes.

Artificer

Replicate Magic Item [1/2]

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You have learned arcane plans that you use to make magic items.
Plans Known. When you gain this feature, choose four plans to learn from the Magic Item Plans (Artificer Level 2+) table. Whenever you
gain an Artificer level, you can replace one of the
plans you know with a new plan for which you
qualify.
You learn another plan of your choice when you
reach certain Artificer levels, as shown in the Plans Known column of the Artificer Features table. When you choose a plan to learn, you choose it from any Magic Item Plans table for which you qualify for, your qualification is based on your Artificer level.
Spellcasting Focus. You can use any Wand or
Weapon created by this feature as a Spellcasting
Focus in lieu of using a set of Artisan’s Tools.

Artificer

Tinker's Magic

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As a Magic action while holding Tinker's Tools, you can create one item in an unoccupied space within 5 ft of yourself, choosing the item from the following list:
Ball Bearings, Basket, Bedroll, Bell, Blanket, Block and Tackle, Bucket, Caltrops, Candle, Crowbar, Flask, Jug, Lamp, Net, Oil, Paper, Parchment, Pole, Pouch, Rope, Sack, Shovel, String, Tinderbox, Torch, Vial

The item lasts until you finish a Long Rest, at which point it vanishes.

You can use this feature a number of times equal
to your Intelligence modifier (minimum of once),
and you regain all expended uses when you finish a
Long Rest.

Artificer

Blazing Revival

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The bond with your wildfire spirit can save you from death. If the spirit is within 120 feet of you when you are reduced to 0 hit points and thereby fall unconscious, you can cause the spirit to drop to 0 hit points. You then regain half your hit points and immediately rise to your feet.

Once you use this feature, you can't use it again until you finish a long rest.

Druid Circle of Wildfire

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