Artificer Spells
Artificer Spells
Artificer Spells
Arti cer Conjuration cantrip Arti cer (TCE) Evocation cantrip Arti cer Conjuration cantrip
Arti cer Evocation cantrip Arti cer Evocation cantrip Arti cer Evocation cantrip
Arti cer (TCE) Evocation cantrip Arti cer Divination cantrip Arti cer Evocation cantrip
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
LIGHTNING LURE MAGE HAND MAGIC STONE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 15 feet 1 action 30 feet 1 bonus action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Instantaneous V, S 1 minute V, S 1 minute
You create a lash of lightning energy that strikes A spectral, oating hand appears at a point you You touch one to three pebbles and imbue them
at one creature of your choice that you can see choose within range. The hand lasts for the with magic. You or someone else can make a
within range. The target must succeed on a duration or until you dismiss it as an action. The ranged spell attack with one of the pebbles by
Strength saving throw or be pulled up to 10 feet hand vanishes if it is ever more than 30 feet throwing it or hurling it with a sling. lf thrown, a
in a straight line toward you and then take 1d8 away from you or if you cast this spell again. pebble has a range of 60 feet. If someone else
lightning damage if it is within 5 feet of you. You can use your action to control the hand. You attacks with a pebble, that attacker adds your
The spell's damage increases by 1d8 when you can use the hand to manipulate an object, open spellcasting ability modi er, not the attacker's,
reach 5th level (2d8), 11th level (3d8), and 17th an unlocked door or container, stow or retrieve to the attack roll. On a hit, the target takes
level (4d8). an item from an open container, or pour the bludgeoning damage equal to 1d6 +your
contents out of a vial. You can move the hand up spellcasting ability modi er. Whether the attack
to 30 feet each time you use it. hits or misses, the spell then ends on the stone.
The hand can't attack, activate magical items, or If you cast this spell again, the spell ends on any
carry more than 10 pounds. pebbles still affected by your previous casting.
Arti cer (TCE) Evocation cantrip Arti cer Conjuration cantrip Arti cer Transmutation cantrip
Arti cer Transmutation cantrip Arti cer Transmutation cantrip Arti cer Conjuration cantrip
Arti cer Transmutation cantrip Arti cer Evocation cantrip Arti cer Abjuration cantrip
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
0 0 0
SHOCKING GRASP SPARE THE DYING SWORD BURST
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action Touch 1 action 5 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S Instantaneous V Instantaneous
Lightning springs from your hand to deliver a You touch a living creature that has 0 hit points. You create a momentary circle of spectral blades
shock to a creature you try to touch. Make a The creature becomes stable. This spell has no that sweep around you. Each creature within
melee spell attack against the target. You have effect on undead or constructs. range, other than you, must succeed on a
advantage on the attack roll if the target is Dexterity saving throw or take 1d6 force
wearing armor made of metal. On a hit, the damage.
target takes 1d8 lightning damage, and it can't The spell's damage increases by 1d6 when you
take reactions until the start of its next turn. reach 5th level (2d6), 11th level (3d6), and 17th
The spell's damage increases by 1d8 when you level (4d6).
reach 5th level (2d8), 11th level (3d8), and 17th
level (4d8).
Arti cer Evocation cantrip Arti cer Necromancy cantrip Arti cer (TCE) Conjuration cantrip
Arti cer Transmutation cantrip Arti cer Evocation cantrip Arti cer 1st level Abjuration
Arti cer 1st level Abjuration Arti cer 1st level Transmutation Arti cer 1st level Evocation
0 0 0
0 0 0
1 0 0
1 0 0
1 1 1
1 1 1
DETECT MAGIC (RITUAL) DISGUISE SELF EXPEDITIOUS RETREAT
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Self 1 bonus action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 10 V, S 1 hour V, S Concentration, up to 10
minutes minutes
You make yourself, including your clothing, armor,
For the duration, you sense the presence of weapons, and other belongings on your person, look This spell allows you to move at an incredible
magic within 30 feet of you. If you sense magic in different until the spell ends or until you use your pace. When you cast this spell, and then as a
this way, you can use your action to see a faint action to dismiss it. You can seem 1 foot shorter or bonus action on each of your turns until the spell
aura around any visible creature or object in the taller and can appear thin, fat, or in between. You can't ends, you can take the Dash action.
change your body type, so you must adopt a form that
area that bears magic, and you learn its school of has the same basic arrangement of limbs. Otherwise,
magic, if any. the extent of the illusion is up to you.
The spell can penetrate most barriers, but is The changes wrought by this spell fail to hold up to
blocked by 1 foot of stone, 1 inch of common physical inspection. For example, if you use this spell
metal, a thin sheet of lead, or 3 feet of wood or to add a hat to your out t, objects pass through the
dirt. 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.
Arti cer 1st level Divination Arti cer 1st level Illusion Arti cer 1st level Transmutation
Arti cer 1st level Evocation Arti cer 1st level Necromancy Arti cer 1st level Transmutation
Arti cer 1st level Conjuration Arti cer 1st level Divination Arti cer 1st level Transmutation
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
LONGSTRIDER PURIFY FOOD AND DRINK (RITUAL) SANCTUARY
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 10 feet 1 bonus action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S Instantaneous V, S, M 1 minute
a pinch of dirt All nonmagical food and drink within a 5-foot- a small silver mirror
radius sphere centered on a point of your choice
You touch a creature. The target's speed within range is puri ed and rendered free of You ward a creature within range against attack.
increases by 10 feet until the spell ends. poison and disease. Until the spell ends, any creature who targets
At Higher Levels: When you cast this spell the warded creature with an attack or a harmful
using a spell slot of 2nd level or higher, you can spell must rst make a Wisdom saving throw. On
target one additional creature for each slot level a failed save, the creature must choose a new
above 1st. target or lose the attack or spell. This spell
doesn't protect the warded creature from area
effects, such as the explosion of a reball.
If the warded creature makes an attack or casts a
spell that affects an enemy creature, this spell
ends.
Arti cer 1st level Transmutation Arti cer 1st level Transmutation Arti cer 1st level Abjuration
Arti cer 1st level Abjuration Arti cer 1st level Abjuration Arti cer (TCE) 1st-level evocation
Arti cer (Alchemist) 1st level Evocation Arti cer (Alchemist) 1st level Necromancy Arti cer (Armorer) 1st level Evocation
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
1 1 1
THUNDERWAVE SHIELD THUNDERWAVE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self (15-foot cube) 1 reaction Self 1 action Self (15-foot cube)
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 1 round V, S Instantaneous
A wave of thunderous force sweeps out from An invisible barrier of magical force appears and A wave of thunderous force sweeps out from
you. Each creature in a 15-foot cube originating protects you. Until the start of your next turn, you. Each creature in a 15-foot cube originating
from you must make a Constitution saving you have a +5 bonus to AC, including against the from you must make a Constitution saving
throw. On a failed save, a creature takes 2d8 triggering attack, and you take no damage from throw. On a failed save, a creature takes 2d8
thunder damage and is pushed 10 feet away magic missile. thunder damage and is pushed 10 feet away
from you. On a successful save, the creature from you. On a successful save, the creature
takes half as much damage and isn't pushed. takes half as much damage and isn't pushed.
In addition, unsecured objects that are In addition, unsecured objects that are
completely within the area of effect are completely within the area of effect are
automatically pushed 10 feet away from you by automatically pushed 10 feet away from you by
the spell's effect, and the spell emits a the spell's effect, and the spell emits a
thunderous boom audible out to 300 feet. thunderous boom audible out to 300 feet.
At Higher Levels: When you cast this spell At Higher Levels: When you cast this spell
using a spell slot of 2nd level or higher, the using a spell slot of 2nd level or higher, the
damage increases by 1d8 for each slot level damage increases by 1d8 for each slot level
above 1st. above 1st.
Arti cer (Armorer) 1st level Evocation Arti cer (Artillerist) 1st level Abjuration Arti cer (Artillerist) 1st level Evocation
Arti cer (Battle Smith) 1st level Enchantment Arti cer (Battle Smith) 1st level Abjuration Arti cer 2nd level Abjuration
Arti cer 2nd level Transmutation Arti cer 2nd level Transmutation Arti cer 2nd level Abjuration
1 1 1
1 1 1
2 1 1
2 1 1
2 2 2
2 2 2
BLUR CONTINUAL FLAME DARKVISION
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action Touch 1 action Touch
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V Concentration, up to 1 V, S, M Until dispelled V, S, M 8 hours
minute
ruby dust worth 50 gp, which the spell consumes either a pinch of dried carrot or an agate
Your body becomes blurred, shifting and
wavering to all who can see you. For the A ame, equivalent in brightness to a torch, You touch a willing creature to grant it the ability
duration, any creature has disadvantage on springs forth from an object that you touch. The to see in the dark. For the duration, that creature
attack rolls against you. An attacker is immune effect looks like a regular ame, but it creates no has darkvision out to a range of 60 feet.
to this effect if it doesn't rely on sight, as with heat and doesn't use oxygen. A continual ame
blindsight, or can see through illusions, as with can be covered or hidden but not smothered or
truesight. quenched.
Arti cer 2nd level Illusion Arti cer 2nd level Evocation Arti cer 2nd level Transmutation
Arti cer 2nd level Transmutation Arti cer 2nd level Transmutation Arti cer 2nd level Transmutation
Arti cer 2nd level Transmutation Arti cer 2nd level Illusion Arti cer 2nd level Abjuration
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
LEVITATE MAGIC MOUTH (RITUAL) [1/2] MAGIC MOUTH (RITUAL) [2/2]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 60 feet 1 minute 30 feet 1 minute 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Until dispelled V, S, M Until dispelled
minutes
a small bit of honeycomb and jade dust worth at a small bit of honeycomb and jade dust worth at
either a small leather loop or a piece of golden wire least 10 gp, which the spell consumes least 10 gp, which the spell consumes
bent into a cup shape with a long shank on one end
You implant a message within an object in range, a 30 feet of the object. For example, you could
One creature or object of your choice that you message that is uttered when a trigger condition is instruct the mouth to speak when any creature
can see within range rises vertically, up to 20 met. Choose an object that you can see and that isn't moves within 30 feet of the object or when a
feet, and remains suspended there for the being worn or carried by another creature. Then silver bell rings within 30 feet of it.
duration. The spell can levitate a target that speak the message, which must be 25 words or less,
though it can be delivered over as long as 10 minutes.
weighs up to 500 pounds. An unwilling creature Finally, determine the circumstance that will trigger
that succeeds on a Constitution saving throw is the spell to deliver your message.
unaffected. When that circumstance occurs, a magical mouth
The target can move only by pushing or pulling appears on the object and recites the message in your
against a xed object or surface within reach voice and at the same volume you spoke. If the object
(such as a wall or a ceiling), which allows it to you chose has a mouth or something that looks like a
move as if it were climbing. You can change the mouth (for example, the mouth of a statue), the
target's altitude by up to 20 feet in either magical mouth appears there so that words appear to
come from the object's mouth. When you cast this
direction on your turn. If you are the target, you spell, you can have the spell end after it delivers its
can move up or down as part of your move. message, or it can remain and repeats its message
Otherwise, you can use your action to move the whenever the trigger occurs.
target, which must remain within the spell's The triggering circumstance can be as general or as
range. detailed as you like, though it must be based on visual
When the spell ends, the target oats gently to or audible conditions that occur within
the ground if it is still aloft.
Arti cer 2nd level Transmutation Arti cer 2nd level Illusion Arti cer 2nd level Illusion
Arti cer 2nd level Transmutation Arti cer 2nd level Abjuration Arti cer 2nd level Transmutation
Arti cer 2nd level Transmutation Arti cer 2nd level Divination Arti cer 2nd level Transmutation
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
SPIDER CLIMB WEB FLAMING SPHERE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Touch 1 action 60 feet 1 action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
hour hour minute
a drop of bitumen and a spider a bit of spider web a bit of tallow, a pinch of brimstone, and a dusting of
powdered iron
Until the spell ends, one willing creature you You conjure a mass of thick, sticky webbing at a point
touch gains the ability to move up, down, and of your choice within range. The webs ll a 20-foot A 5-foot-diameter sphere of re appears in an
across vertical surfaces and upside down along cube from that point for the duration. The webs are unoccupied space of your choice within range and
ceilings, while leaving its hands free. The target dif cult terrain and lightly obscure their area. lasts for the duration. Any creature that ends its turn
If the webs aren't anchored between two solid masses within 5 feet of the sphere must make a Dexterity
also gains a climbing speed equal to its walking (such as walls or trees) or layered across a oor, wall, saving throw. The creature takes 2d6 re damage on a
speed. or ceiling, the conjured web collapses on itself, and the failed save, or half as much damage on a successful
spell ends at the start of your next turn. Webs layered one.
over a at surface have a depth of 5 feet. As a bonus action, you can move the sphere up to 30
Each creature that starts its turn in the webs or that feet. If you ram the sphere into a creature, that
enters them during its turn must make a Dexterity creature must make the saving throw against the
saving throw. On a failed save, the creature is sphere's damage, and the sphere stops moving this
restrained as long as it remains in the webs or until it turn.
breaks free. When you move the sphere, you can direct it over
A creature restrained by the webs can use its actions barriers up to 5 feet tall and jump it across pits up to
to make a Strength check against your spell save DC. If 10 feet wide. The sphere ignites ammable objects
it succeeds, it is no longer restrained. not being worn or carried, and it sheds bright light in a
The webs are ammable. Any 5-foot cube of webs 20-foot radius and dim light for an additional 20 feet.
exposed to re burns away in 1 round, dealing 2d4 re At Higher Levels: When you cast this spell using a
damage to any creature that starts its turn in the re. spell slot of 3rd level or higher, the damage increases
by 1d6 for each slot level above 2nd.
Arti cer 2nd level Transmutation Arti cer 2nd level Conjuration Arti cer (Alchemist) 2nd level Conjuration
Arti cer (Alchemist) 2nd level Evocation Arti cer (Armorer) 2nd level Illusion Arti cer (Artillerist) 2nd level Evocation
Arti cer (Artillerist) 2nd level Evocation Arti cer (Battle Smith) 2nd level Evocation Arti cer (Battle Smith) 2nd level Abjuration
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
2 2 2
BLINK CATNAP CREATE FOOD AND WATER
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action Self 1 action 30 feet 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S 1 minute S, M 10 minutes V, S Instantaneous
Roll a d20 at the end of each of your turns for the a pinch of sand You create 45 pounds of food and 30 gallons of
duration of the spell. On a roll of 11 or higher, you water on the ground or in containers within
vanish from your current plane of existence and You make a calming gesture, and up to three range, enough to sustain up to fteen humanoids
appear in the Ethereal Plane (the spell fails and the willing creatures of your choice that you can see or ve steeds for 24 hours. The food is bland but
casting is wasted if you were already on that plane). At within range fall unconscious for the spell's
the start of you next turn, and when the spell ends if nourishing, and spoils if uneaten after 24 hours.
you are on the Ethereal Plane, you return to an duration. The spell ends on a target early if it The water is clean and doesn't go bad.
unoccupied space of your choice that you can see takes damage or someone uses an action to
within 10 feet of the space you vanished from. If no shake or slap it awake. If a target remains
unoccupied space is available within that range, you unconscious for the full duration, that target
appear in the nearest unoccupied space (chosen at gains the bene t of a short rest, and it can't be
random if more than one space is equally near). You affected by this spell again until it nishes a long
can dismiss this spell as an action. rest.
While on the Ethereal Plane, you can see and hear the At Higher Levels: When you cast this spell
plane you originated from, which is cast in shades of using a spell slot of 4th level or higher, you can
gray, and you can't see anything more than 60 feet
away. You can only affect and be affected by other target one additional willing creature for each
creatures on the Ethereal Plane. Creature that aren't slot level above 3rd.
there can't perceive you or interact with you, unless
they have the ability to do so.
Arti cer 3rd level Transmutation Arti cer 3rd level Enchantment Arti cer 3rd level Conjuration
Arti cer 3rd level Evocation Arti cer 3rd level Abjuration Arti cer 3rd level Transmutation
Arti cer 3rd level Transmutation Arti cer 3rd level Transmutation Arti cer 3rd level Abjuration
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
GLYPH OF WARDING [2/3] GLYPH OF WARDING [3/3] HASTE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 hour Touch 1 hour Touch 1 action 30 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Until dispelled or V, S, M Until dispelled or V, S, M Concentration, up to 1
triggered triggered minute
incense and powdered diamond worth at least 200 incense and powdered diamond worth at least 200 a shaving of licorice root
gp, which the spell consumes gp, which the spell consumes
Choose a willing creature that you can see within
object, the most common triggers include opening Spell Glyph: You can store a prepared spell of or range. Until the spell ends, the target's speed is
that object, approaching within a certain distance of lower in the glyph by casting it as part of creating the doubled, it gains a +2 bonus to AC, it has
the object, or seeing or reading the glyph. Once a glyph. The spell must target a single creature or an advantage on Dexterity saving throws, and it
glyph is triggered, this spell ends. area. The spell being stored has no immediate effect gains an additional action on each of its turns.
You can further re ne the trigger so the spell activates when cast in this way. When the glyph is triggered, the That action can be used only to take the Attack
only under certain circumstances or according to stored spell is cast. If the spell has a target, it targets
physical characteristics (such as height or weight), the creature that triggered the glyph. If the spell (one weapon attack only), Dash, Disengage,
creature kind (for example, the ward could be set to affects an area, the area is centered on that creature. Hide, or Use an Object action.
affect aberrations or drow), or alignment. You can also If the spell summons hostile creatures or creates When the spell ends, the target can't move or
set conditions for creatures that don't trigger the harmful objects or traps, they appear as close as take actions until after its next turn, as a wave of
glyph, such as those who say a certain password. possible to the intruder and attack it. If the spell lethargy sweeps over it.
When you inscribe the glyph, choose explosive runes requires concentration, it lasts until the end of its full
or a spell glyph. duration.
Explosive Runes: When triggered, the glyph erupts At Higher Levels: When you cast this spell using a
with magical energy in a 20-foot-radius sphere spell slot of 4th level or higher, the damage of an
centered on the glyph. The sphere spreads around explosive runes glyph increases by 1d8 for each slot
corners. Each creature in the aura must make a level above 3rd. If you create a spell glyph, you can
Dexterity saving throw. A creature takes 5d8 acid, store any spell of up to the same level as the slot you
cold, re, lightning, or thunder damage on a failed use for the glyph of warding.
saving throw (your choice when you create the glyph),
or half as much damage on a successful one.
Arti cer 3rd level Abjuration Arti cer 3rd level Abjuration Arti cer 3rd level Transmutation
Arti cer (TCE) 3rd-level abjuration Arti cer 3rd level Abjuration Arti cer 3rd level Necromancy
Arti cer 3rd level Transmutation Arti cer 3rd level Transmutation Arti cer 3rd level Transmutation
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
WATER WALK (RITUAL) GASEOUS FORM MASS HEALING WORD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 bonus action 60 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M 1 hour V, S, M Concentration, up to 1 V Instantaneous
hour
a piece of cork As you call out words of restoration, up to six
a bit of gauze and a wisp of smoke creatures of your choice that you can see within
This spell grants the ability to move across any range regain hit points equal to 1d4 + your
liquid surface - such as water, acid, mud, snow, You transform a willing creature you touch, along with spellcasting ability modi er. This spell has no
quicksand, or lava - as if it were harmless solid everything it's wearing and carrying, into a misty cloud
for the duration. The spell ends if the creature drops effect on undead or constructs.
ground (creatures crossing molten lava can still to 0 hit points. An incorporeal creature isn't affected. At Higher Levels: When you cast this spell
take damage from the heat). Up to ten willing While in this form, the target's only method of using a spell slot of 4th level or higher, the
creatures you can see within range gain this movement is a ying speed of 10 feet. The target can healing increases by 1d4 for each slot level
ability for the duration. enter and occupy the space of another creature. The above 3rd.
If your target a creature submerged in a liquid, target has resistance to nonmagical damage, and it has
the spell carries the target to the surface of the advantage on Strength, Dexterity, and Constitution
liquid at a rate of 60 feet per round. saving throws. The target can pass through small
holes, narrow openings, and even mere cracks, though
it treats liquids as though they were solid surfaces.
The target can't fall and remains hovering in the air
even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can't talk
or manipulate objects, and any objects it was carrying
or holding can't be dropped, used, or otherwise
interacted with. The target can't attack or cast spells.
Arti cer 3rd level Transmutation Arti cer (Alchemist) 3rd level Transmutation Arti cer (Alchemist) 3rd level Evocation
Arti cer (Armorer) 3rd level Illusion Arti cer (Armorer) 3rd level Evocation Arti cer (Artillerist) 3rd level Evocation
Arti cer (Artillerist) 3rd level Evocation Arti cer (Battle Smith) 3rd level Evocation Arti cer (Battle Smith) 3rd level Conjuration
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
3 3 3
ARCANE EYE ELEMENTAL BANE FABRICATE
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action 90 feet 10 minutes 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 1 V, S Concentration, up to 1 V, S Instantaneous
hour minute
You convert raw materials into products of the same
a bit of bat fur Choose one creature you can see within range, material. For example, you can fabricate a wooden
and choose one of the following damage types - bridge from a clump of trees, a rope from a patch of
You create an invisible, magical eye within range acid, cold, re, lightning, or thunder. The target hemp, and clothes from ax or wool.
that hovers in the air for the duration. must succeed on a Constitution saving throw or Choose raw materials that you can see within range.
You mentally receive visual information from the You can fabricate a Large or smaller object (contained
be affected by the spell for its duration. The rst within a 10-foot cube, or eight connected 5-foot
eye, which has normal vision and darkvision out time each turn the affected target takes damage cubes), given a suf cient quantity of raw material. If
to 30 feet. The eye can look in every direction. of the chosen type, the target takes an extra 2d6 you are working with metal, stone, or another mineral
As an action, you can move the eye up to 30 feet damage of that type. Moreover, the target loses substance, however, the fabricated object can be no
in any direction. There is no limit to how far away any resistance to that damage type until the spell larger than Medium (contained within a single 5-foot
from you the eye can move, but it can't enter ends. cube). The quality of objects made by the spell is
another plane of existence. A solid barrier blocks At Higher Levels: When you cast this spell commensurate with the quality of the raw materials.
the eye's movement, but the eye can pass using a spell slot of 5th level or higher, you can Creatures or magic items can't be created or
through an opening as small as 1 inch in transmuted by this spell. You also can't use it to create
target one additional creature for each slot level items that ordinarily require a high degree of
diameter. above 4th. The creatures must be within 30 feet craftsmanship, such as jewelry, weapons, glass, or
of each other when you target them. armor, unless you have pro ciency with the type of
artisan's tools used to craft such objects.
Arti cer 4th level Divination Arti cer 4th level Transmutation Arti cer 4th level Evocation
Arti cer 4th level Evocation Arti cer 4th level Abjuration Arti cer (TCE) 4th-level conjuration
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
4 4 4
BLIGHT DEATH WARD FIRE SHIELD
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 30 feet 1 action Touch 1 action Self
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Instantaneous V, S 8 hours V, S, M 10 minutes
Necromantic energy washes over a creature of You touch a creature and grant it a measure of a bit of phosphorous or a re y
your choice that you can see within range, protection from death.
draining moisture and vitality from it. The target The rst time the target would drop to 0 hit Thin and wispy ames wreathe your body for the
must make a Constitution saving throw. The points as a result of taking damage, the target duration, shedding bright light in a 10-foot
target takes 8d8 necrotic damage on a failed instead drops to 1 hit point, and the spell ends. radius and dim light for an additional 10 feet. You
save, or half as much damage on a successful If the spell is still in effect when the target is can end the spell early by using an action to
one. This spell has no effect on undead or subjected to an effect that would kill it dismiss it.
constructs. instantaneously without dealing damage, that The ames provide you with a warm shield or a
If you target a plant creature or a magical plant, effect is instead negated against the target, and chill shield, as you choose. The warm shield
it makes the saving throw with disadvantage, the spells ends. grants you resistance to cold damage, and the
and the spell deals maximum damage to it. chill shield grants you resistance to re damage.
If you target a nonmagical plant that isn't a In addition, whenever a creature within 5 feet of
creature, such as a tree or shrub, it doesn't make you hits you with a melee attack, the shield
a saving throw, it simply withers and dies. erupts with ame. The attacker takes 2d8 re
At Higher Levels: When you cast this spell damage from a warm shield, or 2d8 cold damage
using a spell slot of 5th level or higher, the from a cold shield.
damage increases by 1d8 for each slot level
above 4th.
Arti cer (Alchemist) 4th level Necromancy Arti cer (Alchemist) 4th level Abjuration Arti cer (Armorer) 4th level Evocation
Arti cer (Armorer) 4th level Illusion Arti cer (Artillerist) 4th level Evocation Arti cer (Artillerist) 4th level Evocation
Arti cer (Battle Smith) 4th level Abjuration Arti cer (Battle Smith) 4th level Evocation Arti cer 5th level Transmutation
4 4 4
4 4 4
4 4 4
4 4 4
5 4 4
5 4 4
ANIMATE OBJECTS [2/2] BIGBY'S HAND [1/3] BIGBY'S HAND [2/3]
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S Concentration, up to 1 V, S, M Concentration, up to 1 V, S, M Concentration, up to 1
minute minute minute
objects lack legs or other appendages it can use for an eggshell and a snakeskin glove an eggshell and a snakeskin glove
locomotion, it instead has a ying speed of 30 feet and
can hover. If the object is securely attached to a You create a Large hand of shimmering, translucent smaller, you have advantage on the check. If you
surface or larger object, such as a chain bolted to a force in an unoccupied space that you can see within succeed, the hand pushes the target up to 5 feet plus a
wall, its speed is 0. It has blindsight with a radius of 30 range. The hand lasts for the spell's duration, and it number of feet equal to ve times your spellcasting
feet and is blind beyond that distance. When the moves at your command, mimicking the movements of ability modi er. The hand moves with the target to
animated object drops to 0 hit points, it reverts to its your own hand. remain within 5 feet of it.
original object form, and any remaining damage The hand is an object that has AC 20 and hit points Grasping Hand. The hand attempts to grapple a
carries over to its original object form. equal to your hit point maximum. If it drops to 0 hit Huge or smaller creature within 5 feet of it. You use
If you command an object to attack, it can make a points, the spell ends. It has a Strength of 26 (+8) and a the hand's Strength score to resolve the grapple. If the
single melee attack against a creature within 5 feet of Dexterity of 10 (+0). The hand doesn't ll its space. target is Medium or smaller, you have advantage on
it. It makes a slam attack with an attack bonus and When you cast the spell and as a bonus action on your the check. While the hand is grappling the target, you
bludgeoning damage determine by its size. The DM subsequent turns, you can move the hand up to 60 can use a bonus action to have the hand crush it.
might rule that a speci c object in icts slashing or feet and then cause one of the following effects with When you do so, the target takes bludgeoning damage
piercing damage based on its form. it. equal to 2d6 + your spellcasting ability modi er.
Animated Object Statistics Clenched Fist. The hand strikes one creature or Interposing Hand. The hand interposes itself
Size. . , HP, AC, Hit, Damage,Str,Dex object within 5 feet of it. Make a melee spell attack for between you and a creature you choose until you give
Tiny. . , 20, 18, +8 , 1d4 + 4. , 4 , 18 the hand using your game statistics. On a hit, the the hand a different command. The hand moves to
Small , 25, 16, +6 , 1d8 + 2. , 6 , 14 target takes 4d8 force damage. stay between you and the target, providing you with
Med. ., 40, 13, +5 , 2d6 + 1 , 10, 12 Forceful Hand. The hand attempts to push a half cover against the target. The target can't move
Large , 50, 10, +6 , 2d10 +2,14, 10 creature within 5 feet of it in a direction you choose. through the hand's space if its Strength score is less
Huge. , 80, 10, +8 , 2d12 +4,18 , 6 Make a check with the hand's Strength contested by than or equal to the hand's Strength score. If its
At Higher Levels: If you cast this spell using a spell the Strength (Athletics) check of the target. If the Strength score
slot of 6th level or higher, you can animate two target is Medium or
additional objects for each slot level above 5th.
Arti cer 5th level Transmutation Arti cer 5th level Evocation Arti cer 5th level Evocation
Arti cer 5th level Evocation Arti cer 5th level Illusion Arti cer 5th level Abjuration
Arti cer 5th level Transmutation Arti cer 5th level Transmutation Arti cer 5th level Transmutation
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
WALL OF STONE [1/2] WALL OF STONE [2/2] CLOUDKILL
CASTING TIME RANGE CASTING TIME RANGE CASTING TIME RANGE
1 action 120 feet 1 action 120 feet 1 action 120 feet
COMPONENTS DURATION COMPONENTS DURATION COMPONENTS DURATION
V, S, M Concentration, up to 10 V, S, M Concentration, up to 10 V, S Concentration, up to 10
minutes minutes minutes
a small block of granite a small block of granite You create a 20-foot-radius sphere of poisonous,
yellow-green fog centered on a point you choose
A nonmagical wall of solid stone springs into existence than 20 feet in length, you must halve the size of within range. The fog spreads around corners. It lasts
at a point you choose within range. The wall is 6 inches each panel to create supports. You can crudely for the duration or until strong wind disperses the fog,
thick and is composed of ten 10-foot-by-10-foot shape the wall to create crenellations, ending the spell. Its area is heavily obscured.
panels. Each panel must be contiguous with at least on battlements, and so on. When a creature enters the spell's area for the rst
other panel. Alternatively, you can create 10-foot-by- time on a turn or starts its turn there, that creature
20-foot panels that are only 3 inches thick. The wall is an object made of stone that can be must make a Constitution saving throw. The creature
If the wall cuts through a creature's space when it damaged and thus breached. Each panel has AC takes 5d8 poison damage on a failed save, or half as
appears, the creature is pushed to one side of the wall 15 and 30 hit points per inch of thickness. much damage on a successful one. Creatures are
(your choice). If a creature would be surrounded on all Reducing a panel to 0 hit points destroys it and affected even if they hold their breath or don't need to
sides by the wall (or the wall and another solid might cause connected panels to collapse at the breathe.
surface), that creature can make a Dexterity saving DM's discretion. The fog moves 10 feet away from you at the start of
throw. On a success, it can use its reaction to move up If you maintain your concentration on this spell each of your turns, rolling along the surface of the
to its speed so that it is no longer enclosed by the wall. for its whole duration, the wall becomes ground. The vapors, being heavier than air, sink to the
The wall can have any shape you desire, though it can't lowest level of the land, even pouring down openings.
occupy the same space as a creature or object. The permanent and can't be dispelled. Otherwise, At Higher Levels: When you cast this spell using a
wall doesn't need to be vertical or resting on any rm the wall disappears when the spell ends. spell slot of 6th level or higher, the damage increases
foundation. It must, however, merge with and be by 1d8 for each slot level above 5th.
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
Arti cer 5th level Evocation Arti cer 5th level Evocation Arti cer (Alchemist) 5th level Conjuration
Arti cer (Alchemist) 5th level Necromancy Arti cer (Armorer) 5th level Transmutation Arti cer (Armorer) 5th level Evocation
Arti cer (Artillerist) 5th level Evocation Arti cer (Artillerist) 5th level Evocation Arti cer (Battle Smith) 5th level Abjuration
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
5 5 5
MASS CURE WOUNDS
CASTING TIME RANGE
1 action 60 feet
COMPONENTS DURATION
V, S Instantaneous
A wave of healing energy washes out from a
point of your choice within range. Choose up to 6
creatures in a 30-foot-radius sphere centered on
that point. Each target regains hit points equal to
3d8 + your spellcasting ability modi er. This spell
has no effect on undead or constructs.
At Higher Levels: When you cast this spell
using a spell slot of 6th level or higher, the
healing increases by 1d8 for each slot level
above 5th.