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Artificer (Warlock-Based)
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<blockquote data-quote="Osgood" data-source="post: 6666868" data-attributes="member: 32792"><p><span style="font-size: 15px"><strong>Artificer Spell List</strong></span></p><p><strong>Cantrips</strong></p><p>Charge Object (new)</p><p>Guidance</p><p>Light</p><p>Mending</p><p>Resistance</p><p><strong>1st Level</strong></p><p><strong></strong>Alarm (ritual)</p><p>Craft Homunculus (new)</p><p>Detect Magic </p><p>Identify</p><p>Magecraft (new)</p><p>Repair Damage (as cure wounds, but only applies to constructs, vehicles, and objects)</p><p>Searing Smite</p><p>Shield of Faith</p><p>Thunderous Smite</p><p><strong>2nd Level</strong></p><p><strong></strong>Arcane Lock</p><p>Cordon of Arrows</p><p>Enhance Ability</p><p>Heat Metal</p><p>Knock</p><p>Magic Weapon</p><p>Shatter</p><p><strong>3rd Level</strong></p><p><strong></strong>Blinding Smite</p><p>Counterspell</p><p>Dispel Magic</p><p>Elemental Weapon</p><p>Glyph of Warding</p><p>Lightning Arrow</p><p><strong>4th Level</strong></p><p><strong></strong>Fabricate</p><p>Otiluke's Resilient Sphere</p><p>Staggering Smite</p><p>Stone Shape</p><p><strong>5th Level</strong></p><p><strong></strong>Animate Objects</p><p>Creation</p><p>Swift Quiver</p><p>Wall of Force</p><p><strong>6th Level</strong></p><p><strong></strong>Blade Barrier</p><p>Creation</p><p>Globe of Invulnerability</p><p>Total Repair (as heal, but only applies to constructs, vehicles, and objects)</p><p>Disable Construct (as harm, but only applies to constructs)</p><p><strong>7th Level</strong></p><p><strong></strong>Create Golem (new)</p><p>Mordenkainen’s Sword</p><p>Symbol</p><p><strong>8th Level</strong></p><p><strong></strong>Antimagic Field</p><p>Clone</p><p>Dominate Construct (as dominate monster, but only applies to constructs)</p><p><strong>9th Level</strong></p><p><strong></strong>Prismatic Wall</p><p>Imprisonment</p><p>Shapechange (constructs only)</p><p></p><p><span style="font-size: 15px"><strong>Artificer Multiclassing</strong></span></p><p><strong>Prerequisites:</strong> Intelligence 13 </p><p><strong>Proficiencies:</strong> Light armor, simple weapons</p><p><strong>Artifice Magic:</strong> If you have both the Spellcasting and Artifice Magic class features, you can use the spell slots you gain from Artifice Magic to cast spells you know or have prepared from classes with Spellcasting class feature, and you can use spell slots you gain from the Spellcasting class feature to cast Artificer spells you know.</p><p></p><p><strong><span style="font-size: 15px">New Spells</span></strong></p><p><span style="font-size: 15px">Charge Object</span></p><p><em>Transumatation cantrip</em></p><p><strong>Casting Time: </strong>1 bonus action</p><p><strong>Range:</strong> Touch</p><p><strong>Components:</strong> S</p><p><strong>Duration:</strong> 1 minute</p><p>When you first learn this cantrip, select one of the following damage types: acid, cold, fire, lightning, or thunder. </p><p>You touch a small object such as an arrow, coin, or stone and imbue it with your chosen type of energy. The object is infused with energy until the duration ends, the object is used, or you cast this spell again. You or someone else can use the charged object in one of the following ways. </p><p> <strong>Ammunition. </strong>You or someone else can fire the ammunition from a bow, crossbow, or sling to its normal range. If someone else attacks with the ammunition, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes 1d6 damage of your chosen type instead of the normal damage for the weapon.</p><p> <strong>Bomb.</strong> You or someone else can place the object in any space. At the end of the duration, or when you use an action to detonate the object, it explodes. Even creature within 5 feet of the object must succeed a Dexterity saving this or take 1d6 damage of your chosen type. </p><p> <strong>Grenade.</strong> You or someone else can make a ranged spell attack with the charged object by throwing it to a range of 60 feet. If someone else attacks with the object, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes 1d6 damage of your chosen type. Each creature within 5 feet of the target takes damage of your chosen type equal to your spellcasting ability modifier. </p><p><strong>At Higher Levels. </strong>The damage dealt increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6).</p><p></p><p><span style="font-size: 15px">Craft Homunculus</span></p><p><em>1st-Level transmutation (ritual)</em></p><p><strong>Casting Time:</strong> 1 hour</p><p><strong>Range: </strong>5 feet</p><p><strong>Components:</strong> S, V, M </p><p><strong>Duration: </strong>Instantaneous</p><p>You build and animate an artificial life form known as a homunculus through an archaic ritual. The spell fails if you already have a familiar or a homunculus. At the conclusion of the procedure, you gain a homunculus as described in the Monster Manual, to which you are linked by telepathy. It always follows your commands (no action required) and rolls its own initiative in combat. You can't have a familiar in addition to a homunculus.</p><p>The material components for a standard homunculus are a mixture of clay, ash, mandrake root, a pint of your blood, and 25 gp worth of alchemical raw materials, which the spell consumes. The loss of blood deals 5 damage.</p><p></p><p><span style="font-size: 15px">Create Golem</span></p><p><span style="font-size: 15px"></span><em>7th-Level transmutation </em></p><p><strong>Casting Time:</strong> 1 hour</p><p><strong>Range: </strong>10 feet</p><p><strong>Components: </strong>S, V, M (a humanoid form crafted of wood and other materials and 1,000 gp worth of alchemical raw materials, which the spell consumes)</p><p><strong>Duration:</strong> Instantaneous</p><p>You give life to a wood golem (see below) that is under your control.</p><p>As a bonus action of each of your turns, you can mentally command the golem if the construct is within 120 feet of you. You decide what action he golem 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 golem only defends itself against hostile creatures. Once an order is given, the golem continues to follow it until its task is complete.</p><p>The golem is under your control for 24 hours, after which time it stops obeying any command you have given it. To maintain control for another 24 hours, you must cast this spell on the golem before the current 24-hour period ends. This use of the spell reasserts your control over the golem rather than creating a new one, and as such requires no material components. </p><p><strong>At Higher Levels.</strong> When you cast this spell using an 8th-level; spell slot you can create a helmed horror instead of a wood golem (double the material cost). When you cast this spell using a 9th-level spell slot you can create a flesh golem (triple the material cost). </p><p></p><p><strong><span style="color: #b22222">WOOD GOLEM</span></strong></p><p><em>Medium construct, unaligned</em></p><p><em></em><span style="color: #b22222"><strong>Armor Class</strong> 14 (natural armor)</span></p><p><span style="color: #b22222"><strong>Hit Points</strong> 40 (6d8 + 12)</span></p><p><span style="color: #b22222"><strong>Speed </strong>30 ft.</span></p><p><span style="color: #b22222">STR DEX CON INT WIS CHA</span></p><p><span style="color: #b22222">18 (+4) 9 (−1) 14 (+2) 3 (−4) 8 (−1) 1 (−5)</span></p><p><span style="color: #b22222"><strong>Damage Vulnerabilities</strong> fire</span></p><p><span style="color: #b22222"><strong>Damage Resistances</strong> bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine</span></p><p><span style="color: #b22222"><strong>Damage Immunities</strong> poison, psychic</span></p><p><span style="color: #b22222"><strong>Condition Immunities</strong> charmed, exhaustion, frightened, paralyzed, petrified, poisoned</span></p><p><span style="color: #b22222"><strong>Senses </strong>darkvision 60 ft., Passive Perception 9</span></p><p><span style="color: #b22222"><strong>Languages </strong>understands the languages of its creator but can’t speak</span></p><p><span style="color: #b22222"><strong>Challenge </strong>3 (700 XP)</span></p><p><u>TRAITS </u></p><p><strong>Immutable Form.</strong> The golem is immune to any spell or effect that would alter its form.</p><p><strong>Magic Resistance. </strong>The golem has advantage on saving throws against spells and other magical effects.</p><p><strong>Magic Weapons. </strong>The golem’s weapon attacks are magical.</p><p><u>ACTIONS</u></p><p><strong>Multiattack. </strong>The golem makes two slam attacks.</p><p><strong>Slam. </strong><em>Melee Weapon Attack: </em>+6 to hit, reach 5 ft., one target. <em>Hit:</em> 7 (1d6 + 4) bludgeoning damage.</p><p></p><p><span style="font-size: 15px">Magecraft</span></p><p><em>1st-level divination</em></p><p><strong>Casting Time: </strong>1 action</p><p><strong>Range:</strong> Self</p><p><strong>Components:</strong> V, S, M (artisan’s tools)</p><p><strong>Duration:</strong> 24 hours</p><p>You gain advantage on ability checks made using the artisan’s tools used at the material focus.</p></blockquote><p></p>
[QUOTE="Osgood, post: 6666868, member: 32792"] [SIZE=4][B]Artificer Spell List[/B][/SIZE] [B]Cantrips[/B] Charge Object (new) Guidance Light Mending Resistance [B]1st Level [/B]Alarm (ritual) Craft Homunculus (new) Detect Magic Identify Magecraft (new) Repair Damage (as cure wounds, but only applies to constructs, vehicles, and objects) Searing Smite Shield of Faith Thunderous Smite [B]2nd Level [/B]Arcane Lock Cordon of Arrows Enhance Ability Heat Metal Knock Magic Weapon Shatter [B]3rd Level [/B]Blinding Smite Counterspell Dispel Magic Elemental Weapon Glyph of Warding Lightning Arrow [B]4th Level [/B]Fabricate Otiluke's Resilient Sphere Staggering Smite Stone Shape [B]5th Level [/B]Animate Objects Creation Swift Quiver Wall of Force [B]6th Level [/B]Blade Barrier Creation Globe of Invulnerability Total Repair (as heal, but only applies to constructs, vehicles, and objects) Disable Construct (as harm, but only applies to constructs) [B]7th Level [/B]Create Golem (new) Mordenkainen’s Sword Symbol [B]8th Level [/B]Antimagic Field Clone Dominate Construct (as dominate monster, but only applies to constructs) [B]9th Level [/B]Prismatic Wall Imprisonment Shapechange (constructs only) [SIZE=4][B]Artificer Multiclassing[/B][/SIZE] [B]Prerequisites:[/B] Intelligence 13 [B]Proficiencies:[/B] Light armor, simple weapons [B]Artifice Magic:[/B] If you have both the Spellcasting and Artifice Magic class features, you can use the spell slots you gain from Artifice Magic to cast spells you know or have prepared from classes with Spellcasting class feature, and you can use spell slots you gain from the Spellcasting class feature to cast Artificer spells you know. [B][SIZE=4]New Spells[/SIZE][/B] [SIZE=4]Charge Object[/SIZE] [I]Transumatation cantrip[/I] [B]Casting Time: [/B]1 bonus action [B]Range:[/B] Touch [B]Components:[/B] S [B]Duration:[/B] 1 minute When you first learn this cantrip, select one of the following damage types: acid, cold, fire, lightning, or thunder. You touch a small object such as an arrow, coin, or stone and imbue it with your chosen type of energy. The object is infused with energy until the duration ends, the object is used, or you cast this spell again. You or someone else can use the charged object in one of the following ways. [B]Ammunition. [/B]You or someone else can fire the ammunition from a bow, crossbow, or sling to its normal range. If someone else attacks with the ammunition, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes 1d6 damage of your chosen type instead of the normal damage for the weapon. [B]Bomb.[/B] You or someone else can place the object in any space. At the end of the duration, or when you use an action to detonate the object, it explodes. Even creature within 5 feet of the object must succeed a Dexterity saving this or take 1d6 damage of your chosen type. [B]Grenade.[/B] You or someone else can make a ranged spell attack with the charged object by throwing it to a range of 60 feet. If someone else attacks with the object, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes 1d6 damage of your chosen type. Each creature within 5 feet of the target takes damage of your chosen type equal to your spellcasting ability modifier. [B]At Higher Levels. [/B]The damage dealt increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). [SIZE=4]Craft Homunculus[/SIZE] [I]1st-Level transmutation (ritual)[/I] [B]Casting Time:[/B] 1 hour [B]Range: [/B]5 feet [B]Components:[/B] S, V, M [B]Duration: [/B]Instantaneous You build and animate an artificial life form known as a homunculus through an archaic ritual. The spell fails if you already have a familiar or a homunculus. At the conclusion of the procedure, you gain a homunculus as described in the Monster Manual, to which you are linked by telepathy. It always follows your commands (no action required) and rolls its own initiative in combat. You can't have a familiar in addition to a homunculus. The material components for a standard homunculus are a mixture of clay, ash, mandrake root, a pint of your blood, and 25 gp worth of alchemical raw materials, which the spell consumes. The loss of blood deals 5 damage. [SIZE=4]Create Golem [/SIZE][I]7th-Level transmutation [/I] [B]Casting Time:[/B] 1 hour [B]Range: [/B]10 feet [B]Components: [/B]S, V, M (a humanoid form crafted of wood and other materials and 1,000 gp worth of alchemical raw materials, which the spell consumes) [B]Duration:[/B] Instantaneous You give life to a wood golem (see below) that is under your control. As a bonus action of each of your turns, you can mentally command the golem if the construct is within 120 feet of you. You decide what action he golem 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 golem only defends itself against hostile creatures. Once an order is given, the golem continues to follow it until its task is complete. The golem is under your control for 24 hours, after which time it stops obeying any command you have given it. To maintain control for another 24 hours, you must cast this spell on the golem before the current 24-hour period ends. This use of the spell reasserts your control over the golem rather than creating a new one, and as such requires no material components. [B]At Higher Levels.[/B] When you cast this spell using an 8th-level; spell slot you can create a helmed horror instead of a wood golem (double the material cost). When you cast this spell using a 9th-level spell slot you can create a flesh golem (triple the material cost). [B][COLOR=#b22222]WOOD GOLEM[/COLOR][/B] [I]Medium construct, unaligned [/I][COLOR=#b22222][B]Armor Class[/B] 14 (natural armor) [B]Hit Points[/B] 40 (6d8 + 12) [B]Speed [/B]30 ft. STR DEX CON INT WIS CHA 18 (+4) 9 (−1) 14 (+2) 3 (−4) 8 (−1) 1 (−5) [B]Damage Vulnerabilities[/B] fire [B]Damage Resistances[/B] bludgeoning, piercing, and slashing from nonmagical weapons that aren’t adamantine [B]Damage Immunities[/B] poison, psychic [B]Condition Immunities[/B] charmed, exhaustion, frightened, paralyzed, petrified, poisoned [B]Senses [/B]darkvision 60 ft., Passive Perception 9 [B]Languages [/B]understands the languages of its creator but can’t speak [B]Challenge [/B]3 (700 XP)[/COLOR] [U]TRAITS [/U] [B]Immutable Form.[/B] The golem is immune to any spell or effect that would alter its form. [B]Magic Resistance. [/B]The golem has advantage on saving throws against spells and other magical effects. [B]Magic Weapons. [/B]The golem’s weapon attacks are magical. [U]ACTIONS[/U] [B]Multiattack. [/B]The golem makes two slam attacks. [B]Slam. [/B][I]Melee Weapon Attack: [/I]+6 to hit, reach 5 ft., one target. [I]Hit:[/I] 7 (1d6 + 4) bludgeoning damage. [SIZE=4]Magecraft[/SIZE] [I]1st-level divination[/I] [B]Casting Time: [/B]1 action [B]Range:[/B] Self [B]Components:[/B] V, S, M (artisan’s tools) [B]Duration:[/B] 24 hours You gain advantage on ability checks made using the artisan’s tools used at the material focus. [/QUOTE]
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