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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

Spare the Dying

  • casting time1 action
  • rangeTouch

  • componentsV,S
  • durationInstantaneous

You touch a living creature that has 0 hit points. The creature becomes stable. This spell has no effect on undead or constructs.

Artificer Necromancy cantrip

Absorb Elements

  • casting time1 reaction,which you take when you take acid,cold,fire,lightning,or thunder damage
  • rangeSelf

  • componentsS
  • duration1 round

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

Catapult

  • casting time1 action
  • range60 feet

  • componentsS
  • durationInstantaneous

Choose one object weighing 1 to 5 pounds within range that isn't being worn or carried. The object flies in a straight line up to 90 feet 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 Dexterity saving throw. 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

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
  • range60 feet

  • componentsV,M
  • duration1 minute

a white feather or the heart of a hen

Reaction - When you or a creature within 60 feet of you falls 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 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

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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