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Air Bubble

  • casting time 1 action
  • range 60 ft.

  • components S
  • duration 24 hours

You create a spectral globe around the head of a willing creature you can see within range. The globe is filled with fresh air that lasts until the spell ends. If the creature has more than one head, the globe of air appears around only one of its heads (which is all the creature needs to avoid suffocation, assuming that all its heads share the same respiratory system).

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can create two additional globes of fresh air for each slot level above 2nd.

Artificer 2nd level Conjuration

Web

  • casting time 1 action
  • range 60 ft./20 ft. cube

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

a bit of spiderweb

-You conjure a mass of sticky webbing at a point within range. The webs fill a 20-foot Cube there for the duration. The webs are Difficult Terrain, and the area within them is Lightly Obscured.
-If the webs aren’t anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.
-The first time a creature enters the webs on a turn or starts its turn there, it must succeed on a Dexterity saving throw or have the Restrained condition while in the webs or until it breaks free.
-A creature Restrained by the webs can take an action to make a Strength (Athletics) check against your spell save DC. If it succeeds, it is no longer Restrained.
-The webs are flammable. Any 5-foot Cube of webs exposed to fire burns away in 1 round, dealing 2d4 Fire damage to any creature that starts its turn in the fire.

Artificer 2nd level Conjuration

Vortex Warp

  • casting time 1 action
  • range 90 ft.

  • 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 Conjuration

Spider Climb

  • casting time 1 action
  • range Touch

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

a drop of bitumen and a spider

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

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 2.

Artificer 2nd level Transmutation

Magic Mouth [1/2]

  • casting time 11 min.
  • range 30 ft.

  • components V, S, M
  • duration Until dispelled

jade dust worth 10+ GP, which the spell consumes

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 fewer, 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 trigger 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 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 trigger 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

Artificer 2nd level Illusion

Magic Mouth [2/2]

  • casting time 11 min.
  • range 30 ft.

  • components V, S, M
  • duration Until dispelled

jade dust worth 10+ GP, which the spell consumes

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

Levitate

  • casting time 1 action
  • range 60 ft.

  • components V, S, M
  • duration 10 min

a metal spring

One creature or loose 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 an object that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.

The target can move only by pushing or pulling against a fixed 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 take a Magic action to move the target, which must remain within the spell’s range.

When the spell ends, the target floats gently to the ground if it is still aloft.

Artificer 2 level Transmutation

Kinetic Jaunt

  • casting time 1 boonus action
  • range Self

  • components S
  • duration Concentration, up to 1 min

You magically empower your movement with dance-like steps, giving yourself the following benefits for the duration.

- Your walking speed increases by 10 feet.

- You don’t provoke opportunity attacks.

- You can move through the space of another creature, and it doesn’t count as difficult terrain. If you end your turn in another creature’s space, you are shunted to the last unoccupied space you occupied, and you take 1d8 force damage.

Artificer 2nd level Transmutation

Darkvision

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration 8 hours

a dried carrot

For the duration, a willing creature you touch has Darkvision with a range of 150 feet.

Artificer 2nd level Transmutation

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Continual Flame

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Until dispelled

ruby dust worth 50+ GP, which the spell consumes

A flame springs from an object that you touch. The effect casts Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. It looks like a regular flame, but it creates no heat and consumes no fuel. The flame can be covered or hidden but not smothered or quenched.

Artificer 2nd level Evocation

Blur

  • casting time 1 action
  • range Self

  • components V
  • duration Concentration, up to 1 min

Your body becomes blurred. For the duration, any creature has Disadvantage on attack rolls against you. An attacker is immune to this effect if it perceives you with Blindsight or Truesight.

Artificer 2nd level Illusion

Purify Food and Drink

  • casting time 1 action
  • range 10 ft.

  • components V, S
  • duration Instantaneous

You remove poison and rot from nonmagical food and drink in a 5-foot-radius Sphere centered on a point within range.

1st level Transmutation

Longstrider

  • casting time 1 action
  • range Touch

  • components V, S, M
  • duration Concentration up to 10 min

a pinch of dirt

You touch a creature. The target’s Speed increases by 10 feet until the spell ends.

Using a Higher-Level Spell Slot. You can target one additional creature for each spell slot level above 1.

Artificer 1st level Transmutation

Expeditious Retreat

  • casting time 1 bonus action
  • range Self

  • components V, S
  • duration Concentration, up to 10 min

You take the Dash action, and until the spell ends, you can take that action again as a Bonus Action.

Artificer 1st level Transmutation

Sword Burst

  • casting time 1 action
  • range Self/5 ft.

  • components V
  • duration Instantaneous

You create a momentary circle of spectral blades that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 1d6 force damage.

This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).

Artificer Conjuration Cantrip

Spare the Dying

  • casting time 1 action
  • range 15 ft.

  • components V, S
  • duration Instantaneous

Choose a creature within range that has 0 Hit Points and isn’t dead. The creature becomes Stable.

Cantrip Upgrade. The range doubles when you reach levels 5 (30 feet), 11 (60 feet), and 17 (120 feet).

Artificer Necromancy Cantrip

Shocking Grasp

  • casting time 1 action
  • range Touch

  • components V, S
  • duration Instantaneous

Lightning springs from you to a creature that you try to touch. Make a melee spell attack against the target. On a hit, the target takes 1d8 Lightning damage, and it can’t make Opportunity Attacks until the start of its next turn.

Cantrip Upgrade. The damage increases by 1d8 when you reach levels 5 (2d8), 11 (3d8), and 17 (4d8).

Artificer Evocation Cantrip

Magic Stone

  • casting time 1 bonus action
  • range Touch

  • components V, S
  • duration 1 minute

You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. 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.

Artificer Transmutation Cantrip

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Detect Magic

  • casting time 1 action
  • range Self/30 ft.

  • components V, S
  • duration Concentration up to 10 min

For the duration, you sense the presence of magical effects within 30 feet of yourself. If you sense such effects, you can take the Magic action to see a faint aura around any visible creature or object in the area that bears the magic, and if an effect was created by a spell, you learn the spell's school of magic.

The spell is blocked by 1 foot of stone, dirt, or wood, 1 inch of metal, or a thin sheet of lead.

Artificer 1st Level Divination

Disguise Self

  • casting time 1 action
  • range self/30 ft.

  • components V, S
  • duration Concentration up to 10 min

You make yourself - including your clothing, armor, weapons, and other belongings on your person - look different until the spell ends. You can seem 1 foot shorter or taller and can appear heavier or lighter. You must adopt a form that has the same basic arrangement of limbs you have. 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 outfit, objects pass through the hat, and anyone who touches it would feel nothing.

To discern that you are disguised, a creature must take the Study action to inspect your appearance and succeed on an Intelligence (Investigation) check against your spell save DC.

Artificer 1st level Illusion

Sanctuary

  • casting time 1 bonus action
  • range 30 ft.

  • components V, S, M
  • duration 1 minute

a shard of glass from a mirror

You ward a creature within range. Until the spell ends, any creature who targets the warded creature with an attack roll or a damaging spell must succeed on a Wisdom saving throw or either choose a new target or lost the attack or spell. This spell doesn't protect the warded creature from areas of effect.

The spell ends if the warded creature makes an attack roll, casts a spell, or deals damage.

Artificer 1st level Abjuration

Mage Hand

  • casting time 1 action
  • range 30 ft.

  • components V, S
  • duration 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can't attack, activate magic items, or carry more than 10 pounds.

Artificer Conjuration Cantrip

Lightning Lure

  • casting time 1 action
  • range Self/15 ft.

  • components V
  • duration Instantaneous

You create a lash of lightning energy that strikes at one creature of your choice that you can see within 15 feet of you. The target must succeed on a Strength saving throw or be pulled up to 10 feet in a straight line toward you and then take 1d8 lightning damage if It is within 5 feet of you.

This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Artificer Evocation Cantrip

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