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Artificer Spells: Preview

The next version of the Artifcer/Expanded Toolbox will by posted on Monday, with integration of the new Artificer spells. Here is a preview of the unique Artificer spells being included - it is a combination of the return of some legacy spells (with fresh 5e interpretations), some brand new spells, and some Artificer features that have been translated into spells (and the feature will now refer to the spell).

As with any new feature, playtesting will be the name of the day as these are fine tuned over coming releases.

The next release will also feature some updates to Infusion and Fleshsmith.

1st Level Spells

Arcane Ablation

1st Level Transmutation Spell

You touch a piece of worn armor or clothing and imbue it with magic. The creature wearing this the imbued item gains 4 temporary hit points for the duration. When these temporary hit points are exhausted, at the start of the creatures next turn it will gain 3 temporary hit points. This repeats when those temporary hit points are exhausted as the previous total minus one, until no temporary hit points would be gained and the spell ends.

At Higher Levels: The initial temporary hit points increases by 1 for each slot level above 1st.

Arcane Weapon

1st Level Transmutation Spell

You touch a weapon and imbue it with magic. For the duration the weapon counts as a magical weapon, any damage dealt by it is Force damage.

Bond Item

1st Level Conjuration Spell

You touch a item wearing no more than 100 pounds and form a link between you and it. Until the spell ends, you can recall it to your hand as a bonus action.

If another creature is holding or wearing the item when you try to recall it, they make a Charisma saving throw, and if they succeed, the spell fails. They make this save with Advantage if they have had possession of the item for more than 1 minute.

Unburden

1st Level Transmutation Spell

A creature you touch no longer suffers the penalties to movement speed or to their Dexterity (Stealth) check while wearing heavy armor, and is no long encumbered from carry weight unless they are carrying more than twice the weight that would encumber them.

2nd Level Spells

Imbue Luck

2nd Level Abjuration Spell

You touch a weapon and worn item and imbue luck into it. If imbued on a weapon, for the duration, on an attack roll, the wielder can roll an additional d20 (they can choose to this after they roll, but before the outcome is determined). The creature can choose which of the d20s is used for the attack roll.

If imbued into a worn item, they can roll a d20 when attacked, then choose whether the attack uses the attacker's roll or theirs.

With either use, the spell immediately ends upon rolling the extra d20.

Thunderburst Mine

2nd Level Transmutation Spell

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, Each creature in a 10-foot-radius Sphere centered on item must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunder mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.

3rd Level Spells

Dispel Construct

3rd Level Abjuration Spell

You can attempt to purge the magic animating a construct within range, rendering it inert. The target must succeed on a Constitution saving throw, or be reduced to zero hit points. If the target has more than 100 hit points remaining, it makes this roll with advantage.

Fireburst Mine

3st Level Transmutation Spell

You can set a magical trap by infusing explosive magic into an item. You can set this item to detonate when someone comes within 5 feet of it, or by a verbal command using your reaction (one or more mines can be detonated).

When the magic trap detonates, Each creature in a 20-foot-radius Sphere centered on item must make a Constitution saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one. If a creature is in the area of effect of more than one thunder mine during a turn, they take half damage from any subsequent effects of the mines.

A magical mine must be set 5 feet or more from another mine, and cannot be moved once placed; any attempt to move it results it in detonating unless the Artificer that set it disarms it with an action.

4th Level Spells

Repair

4th Level Transmutation Spell

You touch a construct or inanimate object, causing it regain 10d6 hit points. This causes any parts or material that has broken away from the construct or object to reattach, repairing it to the condition it when before losing those hit points.

If the construct or object damaged state is the result of age, you can instead repair to the condition it was in 10d6 years ago, if it was previously in a better condition during that time (the condition can only improve or not change).

At Higher Levels: The hit points restored increases by 2d6 (or the years restored) for each slot above 4th.

5th Level Spells

Vorpal Weapon

5st Level Transmutation Spell

Until the spell ends, a weapon touch becomes indescribably sharp, ignoring resistance to slashing damage, and gains the Siege property, dealing double damage to inanimate objects such as structures. The weapon has a modifier of less than +3 to attack and damage rolls, its modifier becomes +3 to attack and damage rolls for the duration of the spell.

Additionally, if a critical strike of this weapon would leave a creature with less than 50 hitpoints, the target creature is killed.


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