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Masterwork Investitures

Artificer Arcanis of the Fifth Order

SRD

Animate Objects

5-level Transmutation

Casting Time: 1 action
Range/Area: 120 ft.
Components: Verbal, Somatic
Duration: Concentration, 1 minute
Damage/Effect: Creation
Objects come to life at your command. Choose up to ten nonmagical objects within range that are not being worn or carried. Medium targets count as two objects, Large targets count as four objects, Huge targets count as eight objects. You can't animate any object larger than Huge. Each target animates and becomes a creature under your control until the spell ends or until reduced to 0 hit points.

As a bonus action, you can mentally command any creature you made with this spell if the creature is within 500 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

Animated Object Statistics

SizeHPACStrDexAttack
Tiny 20 18 4 18 +8 to hit, 1d4+4 damage
Small 25 16 6 14 +6 to hit, 1d8+2 damage
Medium 40 13 10 12 +5 to hit, 2d6+1 damage
Large 50 10 14 10 +6 to hit, 2d10+2 damage
Huge 80 10 18 6 +8 to hit, 2d12+4 damage
An animated object is a construct with AC, hit points, attacks, Strength, and Dexterity determined by its size. Its Constitution is 10 and its Intelligence and Wisdom are 3, and its Charisma is 1. Its speed is 30 feet; if the object lacks legs or other appendages it can use for locomotion, it instead has a flying speed of 30 feet and can hover. If the object is securely attached to a surface or a larger object, such as a chain bolted to a wall, its speed is 0. It has blindsight with a radius of 30 feet and is blind beyond that distance. When the animated object drops to 0 hit points, it reverts to its original object form, and any remaining damage carries over to its original object form.

If you command an object to attack, it can make a single melee attack against a creature within 5 feet of it. It makes a slam attack with an attack bonus and bludgeoning damage determined by its size. The GM might rule that a specific object inflicts slashing or piercing damage based on its form.
At higher levels: If you cast this spell using a spell slot of 6th level or higher, you can animate two additional objects for each slot level above 5th.
Available for: Bard, Sorcerer, Wizard, Artificer

SRD

Arcane Hand

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: an eggshell and a snakeskin glove
Duration: Concentration, 1 mintue
Damage/Effect: Force or Bludgeoning
You create a Large hand of shimmering, translucent force in an unoccupied space that you can see within range. The hand lasts for the spell's duration, and it moves at your command, mimicking the movements of your own hand.   The hand is an object that has AC 20 and hit points equal to your hit point maximum. If it drops to 0 hit points, the spell ends. It has a Strength of 26 (+8) and a Dexterity of 10 (+0). The hand doesn't fill its space.   When you cast the spell and as a bonus action on your subsequent turns, you can move the hand up to 60 feet and then cause one of the following effects with it.   Clenched Fist. The hand strikes one creature or object within 5 feet of it. Make a melee spell attack for the hand using your game statistics. On a hit, the target takes 4d8 force damage.   Forceful Hand. The hand attempts to push a creature within 5 feet of it in a direction you choose. Make a check with the hand's Strength contested by the Strength (Athletics) check of the target. If the target is Medium or smaller, you have advantage on the check. If you succeed, the hand pushes the target up to 5 feet plus a number of feet equal to five times your spellcasting ability modifier. The hand moves with the target to remain within 5 feet of it.   Grasping Hand. The hand attempts to grapple a Huge or smaller creature within 5 feet of it. You use the hand's Strength score to resolve the grapple. If the target is Medium or smaller, you have advantage on the check. While the hand is grappling the target, you can use a bonus action to have the hand crush it. When you do so, the target takes bludgeoning damage equal to 2d6 + your spellcasting ability modifier.   Interposing Hand. The hand interposes itself between you and a creature you choose until you give the hand a different command. The hand moves to stay between you and the target, providing you with half cover against the target. The target can't move through the hand's space if its Strength score is less than or equal to the hand's Strength score. If its Strength score is higher than the hand's Strength score, the target can move toward you through the hand's space, but that space is difficult terrain for the target.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the damage from the clenched fist option increases by 2d8 and the damage from the grasping hand increases by 2d6 for each slot level above 5th.
Available for: Wizard

SRD

Creation

5-level Illusion

Casting Time: 1 minute
Range/Area: 30ft. (5 ft. cube)
Components: Verbal, Somatic, Material
Materials: a tiny piece of matter of the same type of the item you plan to create
Duration: Special
Damage/Effect: Creation
You pull wisps of shadow material from the Shadowfell to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.   The duration depends on the object's material. If the object is composed of multiple materials, use the shortest duration.
MaterialDuration
Vegetable Matter 1 day
Stone or Crystal 12 hours
Precious Metals 1 hour
Gems 10 minutes
Adamantine or Mithral 1 minute
Using any material created by this spell as another spell's material component causes that spell to fail.
At higher levels: When you cast this spell using a spell slot of 6th level or higher, the cube increases by 5 feet for each slot level above 5th.
Available for: Sorcerer, Wizard, Artificer

SRD

Greater Restoration

5-level Abjuration

Casting Time: 1 action
Range/Area: Touch
Components: Verbal, Somatic, Material
Materials: diamond dust worth at least 100 gp, which the spell consumes
Duration: Instant
Damage/Effect: Healing
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
  • One effect that charmed or petrified the target
  • One curse, including the target's attunement to a cursed magic item
  • Any reduction to one of the target's ability scores
  • One effect reducing the target's hit point maximum
Available for: Bard, Cleric, Druid, Artificer

SRD

Wall of Stone

5-level Evocation

Casting Time: 1 action
Range/Area: 120ft.
Components: Verbal, Somatic, Material
Materials: a small block of granite
Duration: Concentration, 10 minutes
Damage/Effect: Control
A nonmagical wall of solid stone springs into existence at a point you choose within range. The wall is 6 inches thick and is composed of ten 10-foot- by-10-foot panels. Each panel must be contiguous with at least one other panel. Alternatively, you can create 10-foot-by-20-foot panels that are only 3 inches thick.   If the wall cuts through a creature's space when it appears, the creature is pushed to one side of the wall (your choice). If a creature would be surrounded on all sides by the wall (or the wall and another solid surface), that creature can make a Dexterity saving throw. On a success, it can use its reaction to move up to its speed so that it is no longer enclosed by the wall.   The wall can have any shape you desire, though it can't occupy the same space as a creature or object. The wall doesn't need to be vertical or rest on any firm foundation. It must, however, merge with and be solidly supported by existing stone. Thus, you can use this spell to bridge a chasm or create a ramp.   If you create a span greater than 20 feet in length, you must halve the size of each panel to create supports. You can crudely shape the wall to create crenellations, battlements, and so on.   The wall is an object made of stone that can be damaged and thus breached. Each panel has AC 15 and 30 hit points per inch of thickness. Reducing a panel to 0 hit points destroys it and might cause connected panels to collapse at the GM's discretion.   If you maintain your concentration on this spell for its whole duration, the wall becomes permanent and can't be dispelled. Otherwise, the wall disappears when the spell ends.
Available for: Druid, Sorcerer, Wizard, Artificer

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