Artificer Spell List and Sub-Classes

Cantrips   Dancing Lights: You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius. As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.   Lighting Lure: 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. At Higher Levels. This spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).   Magic Stone: 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.   Internal Compass: With a moment’s concentration, you sense which way is true north. Until this cantrip ends, you always know which way is north and cannot become lost except by magical means. If you make a Wisdom or Intelligence check to navigate natural terrain, you may choose to roll a d6 and add the number rolled to your result. If you do so, the spell ends immediately.   Irregular Dispersal: You control the energy of your spells to reduce possible harm to your allies. Any number of creatures of your choice within range gain resistance to damage from spells you cast until the end of your next turn.   1st Tier Spells   Alarm (1st level): 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.   Catapult (1st level): Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 3d8 bludgeoning damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the maximum weight of objects that you can target with this spell increases by 5 pounds, and the damage increases by 1d8, for each slot level above 1st.   Faerie Fire (1st level): 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 affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can’t benefit from being invisible.   Snare (1st level): 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.   Candletrick (1st level): Choose a candle or torch. For the duration of the spell, that candle or torch will not be extinguished, even if placed under water or in high winds. The flame is sustained by magic. Any fires caused by the candle or torch are normal fires.   Coalstone (1st level): You fuse a diamond and a burning coal into one stone called a coalstone. The coalstone radiates dim light out to 5 feet, and is always hot. Holding the coalstone without protection heals 1 point of fire damage every round. Placing the coalstone in flammable liquid or material will cause it to instantly ignite. Placing the coalstone in 5 gallons or less of water will make the water boil after 1 round. The coalstone stays lit for 1 year, then it goes out. You may only have one coalstone active at a time.   Dictation (1st level): Choose a book, scroll, or paper that is on your person when you cast this spell. For the duration, any words spoken out loud within 20 feet of the chosen object automatically appears written on its pages. Foreign languages are not translated but do appear spelled correctly using that language’s alphabet. Verbal components of magical spells are not recorded.   Know Greatest Enemy (1st level): Your eyes flash green, turning golden as you survey your opponents and perceive a shimmering green aura over the most powerful foe. Choose any number of creatures you can see within range. You instantly know which creature has the highest challenge rating. If multiple opponents are tied for the highest challenge rating, you become aware that all of them are equally as powerful. This spell does not tell you the actual challenge rating of any creature, just which of the creatures is most powerful. The spell confers no other information.   Warning Shout (1st level): You can speak 5 words which are magically amplified so that every creature within a half a mile can hear them. Deaf creatures cannot hear the words. Sleeping creatures are automatically awakened by the words. These words cannot be used to perform an attack based on sound (a banshee’s wail, for example). Although, incredibly loud, these words do not damage nearby creatures.   Arcane Weapon (1st level): 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 an extra 1d6 damage of 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, choosing from the options 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.

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