As an action, you can command the cannon to detonate if you are within 60 feet of it.
Doing so destroys the cannon and forces each creature within 20 feet of it to make a DEX saving throw (16), taking 3d8 force damage on a failed save or half as much damage on a successful one.
(Part 2 of 2)
-FLAMETHROWER: The cannon exhales fire in an adjacent 15-ft cone that you designate.
---Each creature in that area must make a DEX save (DC 16), taking 2d8 fire damage on a fail or half as much on a success. The fire ignites any flammable objects in the area that aren't being worn or carried.
-FORCE BALLISTA: Make a ranged spell attack (+8 to hit), originating from the cannon, at one creature or object within 120 ft. On a hit, the target takes 2d8 force damage, and if the target is a creature, it is pushed up to 5 ft away.
-PROTECTOR: The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 ft of it a number of temporary hit points equal to 1d8 + 4.
(Part 1 of 2) Take an action to create a Small or Tiny cannon in an unoccupied space on a horizontal surface within 5 ft of you.
-A Small eldritch cannon occupies its space, and a Tiny one can be held in one hand.
-Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher.
-You can have only one cannon at a time and can't create one while your cannon is present.
-Cannon stats: AC 18, 50 HP. It is immune to poison and psychic damage. It has a +0 on saves and checks. Regains 2d6 hit points from Reparo (mending).
-It disappears if it's reduced to 0 HP or after 1 hour. You can dismiss it early as an action.
-On each of your turns, you can take a bonus action to cause the cannon to activate if you are 60 ft from it.
---As part of the same bonus action, you can direct the cannon to walk or climb up to 15 ft to an unoccupied space, provided it has legs.
Select Part 2 for the Types of Cannons you can Make.
You have found a combination of nitrates, sulfurs, and salts that create a powerful explosion. Then you thought, what if I put this down a metal tube and pointed it at a motherfucker?
Reload: You must have metal pellets and can fire as an action, but must use a bonus action to reload.
Explosive. Upon a hit, everything within 1 ft of the target must make a DEX saving throw (DC 15) or suffer 1d8 fire damage.
Ammunition
All firearms require ammunition to make an attack, and due to their rare nature, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker's Tools at half the cost.
(Materials: A tiny fan or a large feather) A wall of strong winds rises from the ground at a point you choose within range.
-You can make the wall up to 50' long, 15' high, and 1' thick. You can shape the wall in any way you choose so long as it makes a continuous path along the ground.
-The wall lasts for 1 min. while concentrating.
-When the wall appears, each creature within its area must make a STR save (16), taking 3d8 bludgeoning damage on a fail, or half as much on a success.
-The strong wind keeps fog, smoke, and other gases at bay. Creatures in gaseous form can't pass through it.
-Small or smaller flying creatures/objects can't pass through the wall. Loose, lightweight materials brought into the wall fly upward.
-Arrows, bolts, and other ordinary projectiles launched towards the wall are deflected upward and automatically miss.
-(Boulders hurled by giants or siege engines, and similar projectiles, are unaffected.)
You have fastened together a set of magical wings and plants that offer great drag and airforce when swung properly.
(Materials: a tiny ball of bat guano and sulfur) A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame.
Each creature in a 20-ft-radius sphere centered on that point must make a DEX saving throw. A target takes 8d6 fire damage on a fail, or half as much on a success.
The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.
This is absolutely just an explosive molotov cocktail, the best cocktail.
You set up a few pieces of glass that funnel light and energy to create three rays of fire and hurl them at targets within range.
You can hurl them at one target or several.
Make a ranged spell attack for EACH ray (+8 to hit). On a hit, the target takes 2d6 fire damage.
When you cast this spell using a 3rd level spell slot you create one additional ray (total of 4).
(Materials: a chip of mica) A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range.
Each creature in a 10-foot-radius sphere centered on that point must make a CON saving throw.
A creature takes 3d8 thunder damage on a fail, or half as much on a success. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this save.
A nonmagical object that isn't being worn or carried also takes the damage if it's in the spell's area.
When you cast this spell at 3rd level, the damage increases by 1d8.
Is this different than the other expulso spell? Hopefully no one notices.
(Materials: piece of iron and a flame) You found a way to rapidly heat up metal through a magnifying glass. Saying the spell's name makes it official.
Choose a metal object, such as a metal weapon or a suit of 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. You can use a bonus action 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 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.
When you cast this spell using at 3rd level the damage increases by 1d8.
(Materials: tea leaves or coffee beans) You give a little boost. Choose one of the following effects, the target gains that effect until the side effects wear off.
-BEAR'S ENDURANCE: They have advantage on CON checks. It also gains 2d6 temp HP, which are lost when the spell ends.
-BULL'S STRENGTH: They have advantage on STR checks, and their carrying cap doubles.
-CAT'S GRACE: The target has advantage on DEX checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
-EAGLE'S SPELNDOR: They get advantage on CHA checks.
-FOX'S CUNNING. They have advantage on INT checks.
-OWL'S WISDOM. The target has advantage on WIS checks.
Can Target 2 creatures when upcasting to 3rd lvl.
You smash some cymbals or pans together and create a deafening sonic boom.
A wave of thunderous force sweeps out from you. Each creature in a 15-ft cube originating from you must make a CON saving throw (16). On a fail, a creature takes 2d8 thunder damage and is pushed 10 ft away from you. On a success, they take half damage and aren't pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 ft away by the waves, and thunder booms audibly out to 300 ft.
When you clash the cymbals using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
-2nd Level: 3d8
-3rd Level: 4d8
This shield acts as an electromagnetic/conductor pulse that pulls away magic from a target.
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 Bombarda (magic missile).
(Materials: two lodestones) You are quite handy and can repair 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 or construct, but the spell can't restore magic to such an object.
You know your words don't affect anything as a squib, but saying them before shooting this makes it better.
You modify 1-3 pebbles and imbue them with alchemy.
You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling (+8 to Hit).
If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier (+4), not the attacker's, to their roll.
On a hit, the target takes bludgeoning damage equal to 1d6 + 4. Hit or miss, the spell then ends on the stone.
If you cast this spell again, the spell ends early on any pebbles still affected by it.
You have learned how to channel static electricity into a charge.
Lightning springs from your hand to deliver a shock to a creature you try to touch. Make a melee spell attack against the target (+8 to Hit).
You have advantage on the attack roll if the target is wearing armor made of metal.
On a hit, the target takes 1d8 lightning damage, and it can't take reactions until the start of its next turn.
The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).
You collect the proper ingredients to offer a layer of protection of our choice.
For the duration, the willing creature you touch has resistance to one damage type of your choice:
-acid
-cold
-fire
-lightning
-thunder
(Materials: a short reed or piece of straw) You know which magical plants are best for siphoning oxygen from water...or perhaps how to make a snorkel.
This spell grants up to ten willing creatures you can see within range the ability to breathe underwater until the spell ends.
Affected creatures also retain their normal mode of respiration.
(Materials: a pinch of dried carrots) You made night-vision goggles using your Dad's smithy tools.
You give a willing creature the ability to see in the dark.
For the duration, that creature has dark-vision out to a range of 60 feet.
(Materials: 25 feet of rope) This is just a trap you laid carefully, but you said some magic words just to make it seem magical. You use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish, the rope is camouflaged.
This trap is nearly invisible, requiring a successful INT (Investigation) check (DC-16) to be discerned.
The trap triggers when a Small --> Large creature moves onto the ground or the floor in the radius. That creature must succeed on a Dex saving throw or be hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A trapped creature can make a Dex saving throw at the end of each of its turns, ending the effect on itself on success. Alternatively, the creature or someone else who can reach it can use an action to make an Int (Arcana) check (DC 16). On a success, the restrained effect ends.
For the duration, you sense the presence of magic within 30 feet 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 it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
This is an enchanted looking glass that Godrick altered to help you see magic more clearly.
(Materials: lemon, vinegar, boiling water, and/or salt and spices) All nonmagical food and drink within a 5-foot-radius sphere centered on a point of your choice within range is purified and rendered free of poison and disease.
Good thing you have a basic knowledge to wash your hands and clean your workspace.
(Materials: a bit of pork rind or butter) Slick 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 DEX saving throw or fall prone.
A creature that enters the area or ends its turn there must also succeed on a DEX saving throw or fall prone.