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Acid Splash

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S
  • durationInstantaneous

A stinking bubble of acid is conjured out of thin air to fly at the targets; dealing 1d6 acid damage. This spell's damage increases by 1d6 when you reach 5th level (2d6); 11th level (3d6); and 17th level (4d6).

Artificer Conjuration Cantrip

Fire Bolt

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S
  • durationInstantaneous

You cast a streak of flame at the target. Make a ranged spell attack. On a hit; you deal 1d10 fire damage. An unattended flammable object is ignited. This spell's damage increases by 1d10 when you reach 5th level (2d10); 11th level (3d10); and 17th level (4d10).Rare VersionsKatrina's Hellish Fire Bolt. This spell's damage ignores fire resistance and treats a creature's immunity to fire damage as resistance to fire damage.

Artificer Evocation Cantrip

Air Wave

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV
  • durationInstantaneous

Your deft weapon swing sends a wave of cutting air to assault a creature within range. Make a melee weapon attack against the target. If you are wielding one weapon in each hand; your attack deals an additional 1d6 damage. Regardless of the weapon you are wielding; your attack deals slashing damage.

Cast at Higher Levels
The spell's range increases by 30 feet for each slot level above 1st. Rare Versions Aurana's Rapid Air Wave. If you have the Extra Attack feature; you may make two melee weapon attacks against the target.

Artificer 1st level Conjuration

Alarm (Ritual) [1/2]

  • casting time1 minute
  • rangeMedium (60 feet)

  • componentsV; S; M (miniature trip wire)
  • duration8 hours

You set an alarm against unwanted intrusion that alerts you whenever a creature of size Tiny or larger touches or enters the warded area. When you cast the spell; choose any number of creatures. These creatures don't set off the alarm. Choose whether the alarm is silent or audible. The silent alarm is heard in your mind if you are within 1 mile of the warded area and it awakens you if you are sleeping. An audible alarm produces a loud noise of your choosing for 10 seconds within 60 feet. Area: Object or area up to 20-foot cube

Cast at Higher Levels
You may create an additional alarm for each slot level above 1st. The spell's range increases to 600 feet; but you must be familiar with the locations you ward; and all alarms must be set within the same physical structure. Setting off one alarm does not activate the other alarms. You may choose one of the following effects in place of creating an additional alarm. The effects apply to all alarms created during the spell's casting:
- Increased Duration. The spell's duration increases to 24 hours.











- Improved Audible Alarm. The audible alarm produces any sound you choose and can be heard up

Artificer 1st level Abjuration

Alarm (Ritual) [2/2]

  • casting time1 minute
  • rangeMedium (60 feet)

  • componentsV; S; M (miniature trip wire)
  • duration8 hours

to 300 feet away.
- Improved Mental Alarm. The mental alarm alerts you regardless of your location; even if you and the alarm are on different planes of existence.

Artificer 1st level Abjuration

Burning Hands

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationInstantaneous

A thin sheet of flames shoots forth from your outstretched hands. Each creature in the area takes 3d6 fire damage. The fire ignites any flammable unattended objects in the area.

Cast at Higher Levels
The damage increases by 1d6 for each slot level above 1st.Rare VersionsGabal's Inverted Burning Hands. The spell deals cold damage instead of fire damage; creatures in the area make a Constitution saving throw instead of a Dexterity saving throw; and the area becomes difficult terrain for 1 minute as it is covered in hoarfrost.

Artificer 1st level Evocation

Calculated Retribution

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (executioner's hood)
  • durationConcentration (1 minute)

You surround yourself with a dampening magical field and collect the energy of a foe's attack to use against them. When you take damage from a weapon attack; you can end the spell to halve the attack's damage against you; gaining a retribution charge that lasts until the end of your next turn. By expending the retribution charge when you hit with a melee attack; you deal an additional 2d10 force damage.

Cast at Higher Levels
You may use your reaction to halve the damage of an attack against you up to a number of times equal to the level of the spell slot used; gaining a retribution charge each time that lasts until 1 round after the spell ends. You must still make Constitution saving throws to maintain your concentration on this spell; but you do so with advantage; or if you already have advantage; you automatically succeed.

Artificer 1st level Abjuration

Comprehend Languages (Ritual)

  • casting time1 action
  • rangeSelf

  • componentsV; S; M (ribbon with symbols of different languages written upon it)
  • duration1 hour

You gain a +10 bonus on Insight checks made to understand the meaning of any spoken language that you hear; or any written language that you can touch. Typically interpreting an unknown language is a DC 20 check; but the Narrator may use DC 15 for a language closely related to one you know; DC 25 for a language that is particularly unfamiliar or ancient; or DC 30 for a lost or dead language. This spell doesn't uncover secret messages or decode cyphers; and it does not assist in uncovering lies.

Cast at Higher Levels
The bonus increases by +5 for each slot level above 1st.

Artificer 1st level Divination

Cure Wounds

  • casting time1 action
  • rangeTouch

  • componentsV; S
  • durationInstantaneous

The target regains hit points equal to 1d8 + your spellcasting ability modifier.

Cast at Higher Levels
The hit points regained increase by 1d8 for each slot level above 1st.

Artificer 1st level Evocation

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Detect Magic (Ritual)1st level

  • casting time1 action
  • rangeSpecial (30-foot radius)

  • componentsV; S
  • durationConcentration (10 minutes)

Until the spell ends; you automatically sense the presence of magic within range; and you can use an action to study the aura of a magic effect to learn its schools of magic (if any).The spell penetrates most barriers but is blocked by 3 feet of wood or dirt; 1 foot of stone; 1 inch of common metal; or a thin sheet of lead.Range: Special (30-foot radius)

Cast at Higher Levels
When using a spell slot of 2nd-level or higher; the spell no longer requires your concentration. When using a spell slot of 3rd-level or higher; the duration increases to 1 hour. When using a spell slot of 4th-level or higher; the duration increases to 8 hours.

Artificer Divination

Detect Poison and Disease (Ritual)

  • casting time1 action
  • rangeSpecial (30-foot radius)

  • componentsV; S; M (yew leaf)
  • durationConcentration (10 minutes)

On the round you cast it; and as an action on subsequent turns until the spell ends; you can attempt to sense the presence of poisons; poisonous creatures; and disease by making a Perception check. On a success you identify the type of each poison or disease within range. Typically noticing and identifying a poison or disease is a DC 10 check; but the Narrator may use DC 15 for uncommon afflictions; DC 20 for rare afflictions; or DC 25 for afflictions that are truly unique. On a failed check; this casting of the spell cannot sense that specific poison or disease.The spell penetrates most barriers but is blocked by 3 feet of wood or dirt; 1 foot of stone; 1 inch of common metal; or a thin sheet of lead.Range: Special (30-foot radius)

Artificer 1st level Divination

Disguise Self

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • duration1 hour

Until the spell ends or you use an action to dismiss it; you and your gear are cloaked by an illusory disguise that makes you appear like another creature of your general size and body type; including but not limited to: your heritage; 1 foot of height; weight; clothing; tattoos; piercings; facial features; hair style and length; skin and eye coloration; sex and any other distinguishing features. You cannot disguise yourself as a creature of a different size category; and your limb structure remains the same; for example if you`re bipedal; you can't use this spell to appear as a quadruped. The disguise does not hold up to physical inspection. A creature that tries to grab an illusory hat; for example; finds its hand passes straight through the figment. To see through your disguise without such an inspection; a creature must use its action to make an Investigation check against your spell save DC.

Cast at Higher Levels
When using a spell slot of 3rd-level or higher; this spell functions identically to the seeming spell; except the spell's duration is 10 minutes.

Artificer 1st level Illusion

Feather Fall

  • casting time1 reaction which you take when you or a creature within range falls
  • rangeMedium (60 feet)

  • componentsV; M (a small feather or pinch of down)
  • duration1 minute

Magic slows the descent of each target. Until the spell ends; a target's rate of descent slows to 60 feet per round. If a target lands before the spell ends; it takes no falling damage and can land on its feet; ending the spell for that target.Casting Time: 1 reaction which you take when you or a creature within range falls

Cast at Higher Levels
When using 2nd-level or higher spell slot; targets can move horizontally 1 foot for every 1 foot they descend; effectively gliding through the air until they land or the spell ends.

Artificer 1st level Transmutation

Fog Cloud

  • casting time1 action
  • rangeLong (120 feet)

  • componentsV; S
  • durationConcentration (1 hour)

You create a heavily obscured area of fog. The fog spreads around corners and can be dispersed by a moderate wind (at least 10 miles per hour).

Cast at Higher Levels
The spell's radius increases by 20 feet for each slot level above 1st.Rare VersionsRavjahani's Accompanying Fog Cloud. Until the spell ends; you can use a bonus action to move the area of fog up to 30 feet horizontally and 5 feet vertically.

Artificer 1st level Conjuration

Force Punch

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationInstantaneous

Make a melee spell attack. On a hit; the target takes 3d8 force damage.

Cast at Higher Levels
The damage increases by 1d8 for each slot level above 1st.Rare VersionsVorax-Hul's Mighty Force Punch. The target is pushed 5 feet away from you for every 10 points of damage dealt.

Artificer 1st level Evocation

Grease

  • casting time1 action
  • rangeMedium (60 feet)

  • componentsV; S; M (drop of grease)
  • duration1 minute

Grease erupts from a point that you can see within range and coats the ground in the target area; turning it into difficult terrain until the spell ends.When the grease appears; each creature within the area must succeed on a Dexterity saving throw or fall prone. A creature that enters or ends its turn in the area must also succeed on a Dexterity saving throw or fall prone.Rare VersionsKatrina's Flammable Grease. Until the spell ends; a creature that has made a saving throw against it gets grease on itself and becomes flammable. When the creature takes fire damage; it takes 1d6 ongoing fire damage until it uses an action to douse the flames.

Artificer 1st level Conjuration

Identify (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV; S; M (pearl worth at least 100 gold and a feather)
  • durationInstantaneous

You learn the target item's magical properties along with how to use them. This spell also reveals whether or not a targeted item requires attunement and how many charges it has. You learn what spells are affecting the targeted item (if any) along with what spells were used to create it.Alternatively; you learn any spells that are currently affecting a targeted creature. What this spell can reveal is at the Narrator's discretion; and some powerful and rare magics are immune to identify.

Artificer 1st level Divination

Jump

  • casting time1 bonus action
  • rangeTouch

  • componentsV; S; M (grasshopper's leg)
  • duration1 minute

You imbue a target with the ability to make impossible leaps. The target's jump distances increase 15 feet vertically and 30 feet horizontally.

Cast at Higher Levels
Each of the target's jump distances increase by 5 feet for each slot level above 1st.

Artificer 1st level Transmutation

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Longstrider

  • casting time1 action
  • rangeTouch

  • componentsV; S; M (coiled wire and the sole of a shoe)
  • duration1 hour

Until the spell ends; the target's Speed increases by 10 feet.

Cast at Higher Levels
Target one additional creature for each slot level above 1st.Rare VersionsSidoneth's Precarious Longstrider. Targets ignore nonmagical difficult terrain.

Artificer 1st level Transmutation

Purify Food and Drink (Ritual)

  • casting time1 action
  • rangeShort (30 feet)

  • componentsV; S
  • durationInstantaneous

You remove all poison and disease from a number of Supply equal to your proficiency bonus.

Cast at Higher Levels
Remove all poison and disease from an additional Supply for each slot level above 1st.

Artificer 1st level Transmutation

Searing Equation

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationInstantaneous

You briefly go into a magical trance and whisper an alien equation which you never fully remember once the spell is complete. Each creature in the area takes 3d4 psychic damage and is deafened for 1 round.Creatures who are unable to hear the equation; immune to psychic damage; or who have an Intelligence score lower than 4 are immune to this spell.

Cast at Higher Levels
Creatures are deafened for 1 additional round for each slot level above 1st.

Artificer 1st level Enchantment

Thunderwave

  • casting time1 action
  • rangeSelf

  • componentsV; S
  • durationInstantaneous

You create a wave of thunderous force; damaging creatures and pushing them back. Creatures in the area take 2d8 thunder damage and are pushed 10 feet away from you. Unsecured objects completely within the area are also pushed 10 feet away from you. The thunderous boom of the spell is audible out to 300 feet.

Cast at Higher Levels
The damage increases by 1d8 for each slot level above 1st.Rare VersionsVorax-Hul's Shaking Thunderwave. A creature that takes 10 or more damage from this spell is knocked prone.

Artificer 1st level Evocation

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