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False Life

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

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 spell slot level above 1st.,

Artificer Necromancy

Arcane Weapon

  • casting time 1 bonus action
  • range Self

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

You channel arcane energy into one simple or martial weapon you're holding, and choose one damage type: acid, cold, fire, lightning, poison, or thunder. Until the spell ends, you deal and extra 1d6 damage with the chosen type to any target you hit with the weapon. If the weapon isn't magical, it becomes a magic weapon for the spell's duration., As a bonus action, you can change the damage type, chooseing from the option above., At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can maintain your concentration on the spell for up to 8 hours.

Artificer Transmutation

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