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Guidance

  • casting time 1 action
  • range Touch

  • componentsV,S
  • duration Concentration

(up to one minute) A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At higher levels, when you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Artificer Divination cantrip

Shocking Grasp

  • casting time 1 action
  • range Touch

  • componentsV,S
  • duration Instantaneous

Lightning springs from your hand to shock a creature you touch. Make a melee spell attack, you have advantage if the target wears metal armor. On a hit, the target takes 1d8 lightning damage and can’t take reactions until the start of its next turn. Higher Levels: Damage increases by 1d8 at 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer Evocation

Absorb Elements

  • casting time 1 action
  • 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 levelsm 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

Alarm

  • casting time1 minute
  • range30 feet

  • componentsV, S,M
  • duration8 hours

a tiny bell and a piece of fine silver wire

You set an alarm against unwanted 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 Tiny or larger 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 mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet

Artificer 1st-level abjuration

Faerie Fire

  • casting time 1 action
  • range 60 feet

  • components V
  • duration Concentration

(up to one minute) Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and afected creatures shed dim light in a 10-foot radius. Any attack roll against an afected creature or object has advantage if the attacker can see it, and the afected creature or object can’t beneit from being invisible.

Artificer 1st-level evocation

Silvery Barbs

  • casting time1 reaction
  • range 60 feet

  • componentsV
  • duration Instantaneous

When a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw, you can magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time.

Artificer 1st-level enchantment

Sanctuary

  • casting time 1 bonus action
  • range 30 feet

  • components V, S, M
  • duration 1 minute

a small silver mirror

You ward a creature within range against attack. Until the spell ends, any creature who targets the warded creature with an attack or a harmful spell must irst make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This spell doesn’t protect the warded creature from area efects, such as the explosion of a ireball. If the warded creature makes an attack or casts a spell that afects an enemy creature, this spell ends.

Artificer 1st-level abjuration

Charm Person

  • casting time 1 action
  • range 30 feet

  • components V, S
  • duration 1 hour

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are ighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.

Artificer 1st-level enchantment

Cure Wounds

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modiier. This spell has no efect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Artificer 1st-level evocation

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Detect Magic

  • casting time 1 action
  • range Self

  • components V, S
  • duration Concentration

up to 10 minutes 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.

Artificer 1st-level divination (ritual)

Disguise Self

  • casting time 1 action
  • range Self

  • components V, S
  • duration 1 hour

You make yourself—including your clothing, armor, weapons, and other belongings on your person—look diferent until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. 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 outit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair. To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.

Artificer 1st-level illusion

Expeditious Retreat

  • casting time1 bonus action
  • range Self

  • components V, S
  • durationConcentrazione

up to 10 minutes This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Artificer 1st-level transmutation

False Life

  • casting time 1 action
  • range Self

  • components V, S,M
  • duration1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration. A livelli più altiWhen 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
  • rangeUp to five falling creatures within 60 feet

  • componentsV M
  • duration 1 minute

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

Grease

  • casting time 1 action
  • rangeA 10-foot square centered on a point within 60 feet

  • components V, S,M
  • duration 1 minute

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 Dexterity saving throw or fall prone. A creature that enters the area or ends its turn there must also succeed on a Dexterity saving throw or fall prone.

Artificer 1st-level evocation

Identify

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • duration Instantaneous

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 afecting 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 afecting it.

Artificer 1st-level divination (ritual)

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration1 hour

You touch a creature. The target’s speed increases by 10 feet until the spell ends. At higher levels, when you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.

Artificer 1st-level transmutation

Purify Food and Drink

  • casting time 1 action
  • range10 feet

  • components V, S
  • duration Instantaneous

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.

Artificer 1st-level transmutation

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Snare

  • casting time 1 minute
  • range Touch

  • components V, S, M
  • durationUntil dispelled or triggered

While you cast this spell, you use the cord or rope to create a circle with a 5-foot radius on a flat surface within your reach. When you finish casting, the cord or rope disappears to become a magical trap. The trap is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. The trap triggers when a Small creature or larger moves into the area protected by the spell. The triggering creature must succeed on a Dexterity saving throw or fall prone and be hoisted into the air until it hangs upside down 3 feet above the protected surface, where it is restrained. The restrained creature can make a Dexterity saving throw with disadvantage at the end of each of its turns and ends the restrained effect on a success. Alternatively, another creature that can reach the restrained creature can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the restrained effect also ends.

Artificer 1st-level abjuration

Tasha's Caustic Brew

  • casting time 1 action
  • rangeSelf (30-foot line)

  • components V, S, M
  • durationConcentrazione

up to one minute

A stream of acid emanates from you in a line 30 feet long and 5 feet wide in a direction you choose. Each creature in the line must succeed on a Dexterity saving throw or be covered in acid for the spell’s duration or until a creature uses its action to scrape or wash the acid off itself or another creature. A creature covered in the acid takes 2d4 acid damage at start of each of its turns. At higher levels, when you cast this spell using a spell slot 2nd level or higher, the damage increases by 2d4 for each slot level above 1st.

Artificer 1st-level abjuration

Aid

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • duration 8 hours

a tiny strip of white cloth

Your spell bolsters your allies with toughness and resolve. Choose up to three creatures within range. Each target’s hit point maximum and current hit points increase by 5 for the duration. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, a target’s hit points increase by an additional 5 for each slot level above 2nd.

Artificer 2nd-level abjuration

Enlarge Reduce [1/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • durationConcentrazione

up to one minute

You cause a creature or an object you can see within range to grow larger or smaller for the duration. Choose either a creature or an object that is neither worn nor carried. If the target is unwilling, it can make a Constitution saving throw. On a success, the spell has no effect. If the target is a creature, everything it is wearing and carrying changes size with it. Any item dropped by an affected creature returns to normal size at once. Enlarge. The target's size doubles in all dimensions, and its weight is multiplied by eight. This growth increases its size by one category - from Medium to Large, for example. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available. Until the spell ends, the target also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deal 1d4 extra damage. Reduce. The target's size is halved in all

Artificer 2nd-level transmutation

Enlarge Reduce [2/2]

  • casting time 1 action
  • range 30 feet

  • components V, S, M
  • durationConcentrazione

up to one minute

dimensions, and its weight is reduced to one-eighth of normal. This reduction decreases its size by one category - from Medium to Small, for example. Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

Artificer 2nd-level transmutation

Alter Self

  • casting time 1 action
  • range Self

  • components V, S
  • durationConcentrazione

(Up to 1 hour) You assume a different form. When casting the spell, choose one of the following options, lasting for the spell's duration. You can end one option as an action to gain the benefits of another. Aquatic Adaptation: Gain gills, webbing, underwater breathing, and a swim speed equal to walking speed. Change Appearance: Alter height, weight, voice, and features while maintaining basic shape

Artificer 2nd-level transmutation

Heat Metal

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • durationConcentrazione

up to 1 minute

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 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 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. At higher levels, when you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Artificer 2nd-level transmutation

Invisibility

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

an eyelash encased in gum arabic

up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.

Artificer 2nd-level illusion

See Invisibility

  • casting time 1 action
  • range Self

  • components V, S, M
  • duration1 hour

For the duration, you see invisible creatures and objects as if they were visible, and you can see into the Ethereal Plane. Ethereal creatures and objects appear ghostly and translucent.

Artificer 2nd-level divination

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Lesser Restoration

  • casting time 1 action
  • range Touch

  • components V,S
  • duration Instantaneous

You touch a creature and can end either one disease or one condition alicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Artificer 2nd-level abjuration

Arcane Lock

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

gold dust worth at least 25 gp, which the spell consumes

You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting on the object suppresses for 10 minutes. While afected by this spell, the object is more diicult to break or force open. the DC to break it or pick any locks on it increases by 10.

Artificer 2nd-level abjuration

Levitate

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

either a small leather loop or a piece of golden wire bent into a cup shape with a long shank on one end

up to 10 minutes One creature or 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 a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unafected. The target can move only by pushing or pulling against a ixed 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 use your action to move the target, which must remain within the spell’s range. When the spell ends, the target loats gently to the ground if it is still aloft.

Artificer 2nd-level transmutation

Blur

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration

up to 1 minute Your body becomes blurred, shifting and wavering to all who can see you. For the duration, any creature has disadvantage on attack rolls against you. An attacker is immune to this efect if it doesn’t rely on sight, as with blindsight, or can see through illusions, as with truesight.

Artificer 2nd-level illusion

Magic Mouth

  • casting time 1 minute
  • range 30 feet

  • components V, S, M
  • durationUntil dispelled

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 less, 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 circumstance 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 that 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. The triggering circumstance 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 Weapon

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration Concentration

up to 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. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Artificer 2nd-level transmutation

Protection from Poison

  • casting time 1 action
  • range Touch

  • components V, S
  • duration1 hour

You touch a creature. If it is poisoned, you neutralize the poison. If more than one poison afflicts the target, you neutralize one poison that you know is present, or you neutralize one at random. For the duration, the target has advantage on saving throws against being poisoned, and it has resistance to poison damage.

Artificer 2nd-level abjuration

Enhance Ability

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

Up to 1 hour

You touch a creature and grant it a magical enhancement. Choose one effect: Bear’s Endurance: Advantage on Constitution checks and 2d6 temporary hit points (lost when the spell ends). Bull’s Strength: Advantage on Strength checks

Artificer 2nd-level transmutation

Rope Trick

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration1 hour

You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.

Artificer 2nd-level transmutation

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Spider Climb

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration

a drop of bitumen and a spider

up to 1 hour Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hands free. The target also gains a climbing speed equal to its walking speed.

Artificer 2nd-level transmutation

Web

  • casting time 1 action
  • range 60 feet

  • components V, S, M
  • duration Concentration

a bit of spiderweb

up to 1 hour You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs ill a 20-foot cube from that point for the duration. The webs are diicult terrain and lightly obscure their area. If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a loor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a lat surface have a depth of 5 feet. Each creature that starts its turn in the webs or that enters them during its turn must make a Dexterity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free. A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained. The webs are lammable. Any 5-foot cube of webs exposed to ire burns away in 1 round, dealing 2d4 ire damage to any creature that starts its turn in the ire.

Artificer 2nd-level conjuration

Vortex Warp

  • casting time 2 action
  • range 90 feet

  • components V, S
  • duration Instantaneous

You magically twist space around another creature you can see within range. The target must succeed on a Constitution saving throw (the target can choose to fail), or the target is teleported to an unoccupied space of your choice that you can see within range. The chosen space must be on a surface or in a liquid that can support the target without the target having to squeeze. At higher levels, When you cast this spell using a spell slot of 3rd level or higher, the range of the spell increases by 30 feet for each slot level above 2nd.

Artificer 2nd-level evocation

Kinetic Jaunt

  • casting time 1 bonus action
  • rangeSelf

  • componentsS
  • durationConcentrazione

(Up to 1 minute) You magically empower your movement with dancelike steps, granting the following benefits: Walking speed increases by 10 feet. No opportunity attacks can be provoked. You can move through another creature's space without it counting as difficult terrain. If you end your turn in another creature's space, you are shunted to the last unoccupied space you occupied and take 1d8 force damage.

Artificer 2nd-level transmutation

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