Artificer

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Artificer

A gnome sits hunched over a workbench, carefully using needle and thread to wave runes into a leather satchel. The bag shudders as she completes her work, and a sudden, loud pop echoes through the room as a portal to an extradimensional space springs to being in the bag’s interior. She beams with pride at her newly crafted bag of holding.

A troll growls in hunger as it looms over a dwarf, who slides a long, metal tube from a holster at his belt. With a thunderous roar, a gout of flame erupts from the tube, and the troll’s growls turn into shrieks of panic as it turns to flee.

An elf scrambles up the castle’s wall, Baron von Hendriks’ men close behind her. As she clambers over the battlements, she reaches into her satchel, pulls out three vials, mixes their contents into a small leather bag, and flings it at her pursuers. The bag bursts at their feet, trapping them in a thick, black glue as she makes her escape.

Makers of magic-infused objects, artificers are defined by their inventive nature. Like wizards, they see magic as a complex system waiting to be decoded and controlled through a combination of thorough study and investigation.

Artificers, though, focus on creating marvelous new magical objects. Spells are often too ephemeral and temporary for their tastes. Instead, they seek to craft durable, useful items.

Cunning Inventors

Every artificer is defined by a specific craft. Artificers see mastering the basic methods of a craft as the first step to true progress, the invention of new methods and approaches. Some artificers are engineers, students of invention and warfare who craft deadly firearms that they can augment with magic. Other artificers are alchemists. Using their knowledge of magic and various exotic ingredients, they create potions and draughts to aid them on their adventures. Alchemy and engineering are the two most common areas of study for artificers, but others do exist.

All artificers are united by their curiosity and inventive nature. To an artificer, magic is an evolving art with a leading edge of discovery and mastery that pushes further ahead with each passing year. Artificers value novelty and discovery. This penchant pushes them to seek a life of adventure. A hidden ruin might hold a forgotten magic item or a beautifully crafted mirror perfect for magical enhancement. Artificers win respect and renown among their kind by uncovering new lore or inventing new methods of creation.

Intense Rivalries

The artificers’ drive to invent and expand their knowledge creates an intense drive to uncover new magic discoveries. An artificer who hears news of a newly discovered magic item must act fast to get it before any rivals do. Good-aligned artificers recover items on adventures or offer gold or wondrous items to those who possess items they are keen to own. Evil ones have no problem committing crimes to claim what they want.

Almost every artificer has at least one rival, someone whom they seek to outdo at every turn. By the same token, artificers with similar philosophies and theories band together into loose guilds. They share their discoveries and work together to verify their theories and keep ahead of their rivals.

Creating an Artificer

When creating an artificer character, think about your character’s background and drive for adventure. Does the character have a rival? What is the character’s relationship with the artisan or artificer who taught the basics of the craft? Talk to your DM about the role played by artificers in the campaign, and what sort of organizations and NPCs you might have ties to.

Quick Build

You can make an artificer quickly by following these suggestions. First, put your highest ability score in Intelligence, followed by Constitution or Dexterity. Second, choose the guild artisan background.

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The Artificer
Level Proficiency Bonus Features Cantrips Known Spells Known Spell Slots Slot Level
1st +2 Artificer Specialist, Magic Item Analysis, Spellcasting 2 2 1 1st
2nd +2 Tool Expertise, Wondrous Invention 2 3 2 1st
3rd +2 Artificer Specialist feature 2 4 2 2nd
4th +2 Ability Score Improvement, Infuse Magic 3 5 2 2nd
5th +3 Superior Attunement, Wondrous Invention 3 6 2 3rd
6th +3 Mechanical Servant 3 7 2 3rd
7th +3 - 3 8 2 4th
8th +3 Ability Score Improvement 3 9 2 4th
9th +4 Artificer Specialist feature 3 10 2 5th
10th +4 Wondrous Invention 4 10 2 5th
11th +4 Secret Sigil (6th level) 4 11 3 5th
12th +4 Ability Score Improvement 4 11 3 5th
13th +5 Secret Sigil (7th level) 4 12 3 5th
14th +5 Artificer Specialist feature 4 12 3 5th
15th +5 Secret Sigil (8th level), Superior Attunement, Wondrous Invention 4 13 3 5th
16th +5 Ability Score Improvement 4 13 3 5th
17th +6 Secret Sigil (9th level), Artificer Specialist feature 4 14 4 5th
18th +6 - 4 14 4 5th
19th +6 Ability Score Improvement 4 15 4 5th
20th +6 Soul of Artifice, Wondrous Invention 4 15 4 5th

class features

as an artificer, you gain the following class features.

Hit Points


  • Hit Dice: 1d8 per artificer level
  • Hit Points at 1st level: 8 + your Constitution modifier
  • Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per artificer level after 1st

Proficiencies


  • Armor: Light and medium armor
  • Weapons: Simple weapons
  • Tools: Thieves' tools, two other tools of your choice
  • Saving Throws: Constitution, Intelligence
  • Skills: Choose three from Arcana, Deception, History, Investigation, Medicine, Nature, Religion, Sleight of Hand

Equipment

You start with the following items, plus anything provided by your background.

  • (a) a handaxe and a light hammer or (b) any two simple weapons
  • a light crossbow and 20 bolts
  • (a) scale mail or (B) studded leather armor
  • Thieves’ tools and a dungeoneer’s pack

Alternatively, you may start with 5d4 x 10 gp to buy your own Equipment.

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Artificer Specialist

At 1st level, you choose the type of Artificer Specialist you are: Alchemist or Gunsmith, both of which are detailed at the end of the class description. Your choice grants you features at 1st level and again at 3rd, 9th, 14th, and 17th level.

Magic Item Analysis

Starting at 1st level, your understanding of magic items allows you to analyze and understand their secrets. You know the artificer spells detect magic and identify, and you can cast them as rituals. You don't need to provide a material component when casting these spells with this class feature.

Spellcasting

As part of your study of magic, you gain the ability to cast spells. Your spells are of an arcane nature, like a well learned wizard, and allow you to produce a variety of effects.

Cantrips

You know two cantrips of your choice from the Artificer spell list. You learn additional artificer cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Artificer table.

Spell Slots

The Artificer table shows how many spell slots you have. The table also shows what the level of those slots is; all of your spell slots are the same level. To cast one of your artificer spells of 1st level or higher, you must expend a spell slot. You regain all expended spell slots when you finish a short or long rest.

For example, when you are 5th level, you have two 3rd-level spell slots. To cast the 1st-level spell cure wounds, you must spend one of those slots, and you cast it as a 3rd-level spell.

Spells Known of 1st level and higher

At 1st level, you know two 1st-level spells of your choice from the artificer spell list.

The Spells Known column of the Artificer table shows when you learn more artificer spells of your choice of 1st level and higher. A spell you choose must be of a level no higher than what’s shown in the table’s Slot Level column for your level. When you reach 6th level, for example, you learn a new artificer spell, which can be 1st, 2nd, or 3rd level.

Additionally, when you gain a level in this class, you can choose one of the artificer spells you know and replace it with another spell from the artificer spell list, which also must be of a level for which you have spell slots.

Spellcasting Ability

Intelligence is your spellcasting ability for your artificer spells; your understanding of the theory behind magic allows you to wield these spells with superior skill. You use your Intelligence whenever an artificer spell refers to your spellcasting ability. In addition, you use your Intelligence modifier when setting the saving throw DC for an artificer spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Intelligence modifier


Spell attack modifier = your proficiency bonus + your Intelligence modifier

Spellcasting Focus

You can use an arcane focus as a spellcasting focus for your artificer spells. See chapter 5, “Equipment,” in the Player’s Handbook for various arcane focus options.

Tool Expertise

Starting at 2nd level, you achieve a mastery of tool use. Your proficiency bonus is doubled for any ability check you make that uses any of the tool proficiencies you gain from this class

Wondrous Invention

At 2nd level, you gain the use of a magic item that you have crafted. Choose the item from the list of 2nd-level items below.

Crafting an item is a difficult task. When you gain a magic item from this feature, it reflects long hours of study, tinkering, and experimentation that allowed you to finally complete the item. You are assumed to work on this item in your leisure time and to finish it when you level up.

You complete another item of your choice when you reach certain levels in this class: 5th, 10th, 15th, and 20th level. The item you choose must be on the list for your current artificer level or a lower level.

These magic items are detailed in the Dungeon Master's Guide.

Magical Items
Artificer level Allowed Items
2nd A Common magical item
5th A Common or Uncommon magical item
10th A Common, Uncommon, or Rare magical item
15th A Common, Uncommon, Rare, or Very rare magical item
20th A Common, Uncommon, Rare, Very rare, or Legendary magical item

The item you choose must be for your current artificer level or a lower level. If a magical item you gained from this feature is lost or destroyed, you may create another of that same item by spending gp equal to half of the item's value for materials and a number of days determined by the item's rarity as shown on the table below. The table assumes you work on the item for 8 hours each day.

Item Rarity Days to Craft
Common 1 day
Uncommon 3 days
Rare 5 days
Very Rare 10 days
Legendary 15 days

Infuse Magic

Starting at 4th level, you gain the ability to channel your artificer spells into objects for later use. When you cast an artificer spell with a casting time of 1 action, you can increase its casting time to 1 minute. If you do so and hold a nonmagical item throughout the casting, you expend a spell slot, but none of the spell’s effects occur. Instead, the spell transfers into that item for later use if the item doesn’t already contain a spell from this feature.

Any creature holding the item thereafter can use an action to activate the spell if the creature has an Intelligence score of at least 6. The spell is cast using your spellcasting ability, targeting the creature that activates the item. If the spell targets more than one creature, the creature that activates the item selects the additional targets. If the spell has an area of effect, it is centered on the item. If the spell's range is self, it targets the creature that activates the item.

When you infuse a spell in this way, it must be used by the end of your next long rest. After that time, its magic fades and is wasted.

You can have a limited number of infused spells at the same time. The number equals your Intelligence modifier.

Ability Score Improvement

When you reach 4th, 8th, 12th, 16th, and 19th level, you can increase one ability score of your choice by 2, or you can increase two ability scores of your choice by 1. As normal, you can’t increase an ability score above 20 using this feature.

Superior Attunement

At 5th level, your superior understand of magic items allows you to master their use. You can now attune to up to four, rather than three, magic items at a time.

At 15th level, this limit increases to five magic items.

Mechanical Servant

At 6th level, your research and mastery of your craft allow you to produce a mechanical servant. The servant is a construct that obeys your commands without hesitation and functions in combat to protect you. Though magic fuels its creation, the servant is not magical itself. You are assumed to have been working on the servant for quite some time, finally finishing it during a short or long rest after you reach 6th level.

Select a large beast with a challenge rating of 2 or less. The servant uses that beast's game statistics, but it can look however you like, as long as its form is appropriate for its statistics. Add your proficiency bonus to the servant's AC, attack rolls, damage rolls, and save DCs, as well as to any saving throws and skills it is proficient in. Its hit point maximum equals the hit point number in its stat block or four times your artificer level, whichever is higher. Like any creature, it can spend Hit Dice during a short rest to regain hit points.

It also has the following modifications:

  • It is a construct instead of a beast.
  • It can't be charmed.
  • It is immune to poison damage and the poisoned condition.
  • It gains darkvision with a range of 60 feet if it doesn't have it already.
  • It understands the languages you can speak when you create it, but it can't speak.
  • You are the target of a melee attack and the servant is within 5 feet of the attacker, you can use your reaction to command the servant to respond, using its reaction to make a melee attack against the attacker.

The servant obeys your orders to the best of its ability. In combat, it rolls its own initiative and acts on its own.

If the servant is killed, it can be returned to life via normal means, such as with the revivify spell. In addition, over the course of a long rest, you can repair a slain servant if you have access to its body. It returns to life with 1 hit point a the end of the rest. If the servant is beyond recovery, you can build a new one with one week of work (eight hours each day) and 1,000 gp of raw materials.

Secret Sigil (6th level)

At 11th level, you have a breakthrough and discover a more powerful spell called an sigil. Choose one 6th-level spell from the artificer spell list as this sigil.

You can cast your chosen sigil spell once without expending a spell slot. You must finish a long rest before you can do so again.

At higher levels, you gain more artificer spells of your choice that can be cast in this way: one 7th-level spell at 13th level, one 8th-level spell at 15th level, and one 9th-level spell at 17th level. You regain all uses of your Secret Sigil when you finish a long rest.

Secret Sigil (7th level)

At 13th level, you have a breakthrough and discover a more powerful spell called an sigil. Choose one 7th-level spell from the artificer spell list as this sigil.

You can cast your chosen sigil spell once without expending a spell slot. You must finish a long rest before you can do so again.

Secret Sigil (8th level)

At 15th level, you have a breakthrough and discover a more powerful spell called an sigil. Choose one 8th-level spell from the artificer spell list as this sigil.

You can cast your chosen sigil spell once without expending a spell slot. You must finish a long rest before you can do so again.

Secret Sigil (9th level)

At 17th level, you have a breakthrough and discover a more powerful spell called an sigil. Choose one 9th-level spell from the artificer spell list as this sigil.

You can cast your chosen sigil spell once without expending a spell slot. You must finish a long rest before you can do so again.

You regain all uses of your Secret Sigils when you finish a long rest.

Soul of Artifice

At 20th level, your understanding of magic items is unmatched, allowing you to mingle your soul with items linked to you. You can attune to up to six magic items at once. In addition, you gain a +1 bonus to all saving throws per magic item you are currently attuned to.

Artificer Specialists

Artificers pursue a variety of specializations. The two most common ones, alchemy and engineering, are presented here.

Alchemist

An alchemist is an expert at combining exotic reagents to produce a variety of materials, from healing draughts that can mend a wound in moments to clinging goo that slows creatures down.

Alchemist's Satchel

At 1st level, you craft an Alchemist's Satchel, a bag of reagents that you use to create a variety of concoctions. The bag and its contents are both magical, and this magic allows you to pull out exactly the right materials you need for your Elixir options, described below. After you use one of those options, the bag reclaims the materials.

If you lose this satchel, you can create a new one over the course of one day (assuming 8 hours of work) by expending 50 gp worth of materials.

Alchemical Formula

At 1st level, you learn three Alchemical Formula options: Alchemical Fire, Alchemical Acid, and one other option of your choice. You learn an additional formula of your choice at 3rd, 9th, 14th, and 17th levels.

To use any of these options, your Alchemist's Satchel must be within reach.

If an Alchemical Formula option requires a saving throw, the DC is 8 + your proficiency bonus + your Intelligence modifier.

Alchemical Fire

As an action, you can reach into your Alchemist’s Satchel, pull out a vial of volatile liquid, and hurl the vial at a creature, object, or surface within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). On impact, the vial detonates in a 5 foot radius. Any creature in that area must succeed on a Dexterity saving throw or take 1d6 fire damage. This formula’s damage increases by 1d6 when you reach certain levels in this class: 4th level (2d6), 7th level (3d6), 10th level (4d6), 13th level (5d6), 16th level (6d6), and 19th level (7d6).

Alchemical Acid

As an action, you can reach into your Alchemist’s Satchel, pull out a vial of acid, and hurl the vial at a creature or object within 30 feet of you (the vial and its contents disappear if you don’t hurl the vial by the end of the current turn). The vial shatters on impact. A creature must succeed on a Dexterity saving throw or take 1d6 acid damage. An object automatically takes that damage, and the damage is maximized. This formula’s damage increases by 1d6 when you reach certain levels in this class: 3rd level (2d6), 5th level (3d6), 7th level (4d6), 9th level (5d6), 11th level (6d6), 13th level (7d6), 15th level (8d6), 17th level (9d6), and 19th level (10d6).

Healing Draught

As an action, you can reach into your Alchemist’s Satchel and pull out a vial of healing liquid. A creature can drink it as an action to regain 1d8 hit points. The vial then disappears. Once a creature regains hit points from this alchemical formula, the creature can’t do so again until it finishes a long rest. If not used, the vial and its contents disappear after 1 hour. While the vial exists, you can’t use this formula. This formula’s healing increases by 1d8 when you reach certain levels in this class: 3rd level (2d8), 5th level (3d8), 7th level (4d8), 9th level (5d8), 11th level (6d8), 13th level (7d8), 15th level (8d8), 17th level (9d8), and 19th level (10d8).

Smoke Stick

As an action, you can reach into your Alchemist's Satchel and pull out a stick that produces a thick plume of smoke. You can hold on to the stick or throw it to a point up to 30 feet away as part of the action used to produce it. The area in a 10-foot radius around the stick is filled with thick smoke that blocks vision, including darkvision. The stick and smoke persist for 1 minute and then disappear. After using this formula, you can't do so again for 1 minute.

Swift Step Draught

As a bonus action, you can reach into your Alchemist’s Satchel and pull out a vial filled with a bubbling, brown liquid. As an action, a creature can drink it. Doing so increases the creature’s speed by 20 feet for 1 minute, and the vial disappears. If not used, the vial and its contents disappear after 1 minute. After using this formula, you can’t do so again for 1 minute.

Tanglefoot Bag

As an action, you can reach into your Alchemist’s Satchel and pull out a bag filled with writhing, sticky black tar and hurl it at a point on the ground within 30 feet of you (the bag and its contents disappear if you don’t hurl the bag by the end of the current turn). The bag bursts on impact and covers the ground in a 5-foot radius with sticky goo. That area becomes difficult terrain for 1 minute, and any creature that starts its turn on the ground in that area has its speed halved for that turn. After using this formula, you can’t do so again for 1 minute.

Thunderstone

As an action, you can reach into your Alchemist’s Satchel and pull out a crystalline shard and hurl it at a creature, object, or surface within 30 feet of you (the shard disappears if you don’t hurl it by the end of the current turn). The shard shatters on impact with a blast of concussive energy. Each creature within 10 feet of the point of impact must succeed on a Constitution saving throw or be knocked prone and pushed 10 feet away from that point.

Gunsmith

A master of engineering, you forge a firearm powered by a combination of science and magic.

Master Smith

When you choose this specialization at 1st level, you gain proficiency with smith's tools, and you learn the mending cantrip.

Thunder Cannon

At 1st level, you forge a deadly firearm using a combination of arcane magic and your knowledge of engineering and metallurgy. This firearm is called a Thunder Cannon. It is a ferocious weapon that fires leaden bullets that can punch through armor with ease.

You are proficient with the Thunder Cannon. The firearm is a two-handed ranged weapon that deals 2d6 piercing damage. Its normal range is 150 feet, and its maximum range is 500 feet. Once fired, it must be reloaded as a bonus action.

If you lose your Thunder Cannon, you can create a new one over the course of one day (assuming 8 hours of work) by expending 50 gp worth of materials.

Arcane Magazine

At 1st level, you craft a leather bag used to carry your tools and ammunition for your Thunder Cannon. Your Arcane Magazine includes the powders, lead shot, and other materials needed to keep that weapon functioning.

You can use the Arcane Magazine to produce ammunition for your gun. At the end of each long rest, you can magically produce 40 rounds of ammunition with this magazine. After each short rest, you can produce 10 rounds.

If you lose your Arcane Magazine, you can create a new one as part of a long rest, using 25 gp of leather and other raw materials.

Thunder Monger

At 3rd level, you learn to channel thunder energy into your Thunder Cannon. As an action, you can make a special attack with your Thunder Cannon that deals an extra 1d6 thunder damage on a hit.

This extra damage increases by 1d6 when you reach certain levels in this class: 5th level (2d6), 7th level (3d6), 9th level (4d6), 11th level (5d6), 13th level (6d6), 15th level (7d6), 17th level (8d6), and 19th level (9d6).

Blast Wave

Starting at 9th level, you can channel force energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you unleash force energy in a 15-foot cone from the gun. Each creature in that area must make a Strength saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 2d6 force damage and is pushed 10 feet away from you.

This damage increases by 1d6 when you reach certain levels in this class: 13th level (3d6) and 17th level (4d6).

Piercing Round

Starting at 14th level, you can shoot lightning energy through your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you cause the gun to unleash a bolt of lightning, 5-feet wide and 30-feet long. Each creature in that area must make Dexterity saving throws with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d6 lightning damage. This damage increases to 6d6 when you reach 19th level in this class.

Explosive Round

Starting at 17th level, you can channel fiery energy into your Thunder Cannon. As an action, you can make a special attack with it. Rather than making an attack roll, you launch an explosive round from the gun. The round detonates in a 30-foot radius sphere at a point within range. Each creature in that area must make a Dexterity saving throw with a DC of 8 + your proficiency bonus + your Intelligence modifier. On a failed saving throw, a target takes 4d8 fire damage.

Cantrips
  • Blade Ward
  • Booming Blade
  • Create Bonfire
  • Dancing Lights
  • Firebolt
  • Green-Flame Blade
  • Guidance
  • Light
  • Lightning Lure
  • Mage Hand
  • Magic Stone
  • Mending
  • Message
  • Prestidigitation
  • Produce Flame
  • Shocking Grasp
  • Swordburst
  • Thunderclap
  • True Strike
1st Level
  • Absorb Elements
  • Alarm
  • Catapult
  • Chromatic Orb
  • Comprehend Languages
  • Create or Destroy Water
  • Cure Wounds
  • Detect Poison and Disease
  • Disguise Self
  • Expeditious Retreat
  • False Life
  • Feather Fall
  • Find Familiar
  • Floating Disk
  • Fog Cloud
  • Goodberry
  • Grease
  • Hunter's Mark
  • Illusory Script
  • Jump
  • Longstrider
  • Magic Missile
  • Sanctuary
  • Shield
  • Shield of Faith
  • Sleep
  • Snare
  • Unseen Servant
2nd Level
  • Aid
  • Alter Self
  • Arcane Lock
  • Arcanist's Magic Aura
  • Barkskin
  • Blur
  • Continual Flame
  • Cordon of Arrows
  • Darkvision
  • Dragon's Breath
  • Enhance Ability
  • Enlarge/reduce
  • Find Traps
  • Heat Metal
  • Invisibility
  • Knock
  • Lesser restoration
  • Levitate
  • Locate Object
  • Magic Mouth
  • Magic Weapon
  • Maximilian's Earth Grasp
  • Mirror Image
  • Protection from Poison
  • Pyrotechnics
  • Rope Trick
  • See Invisibility
  • Skywrite
  • Spider Climb
  • Web
3rd Level
  • Blink
  • Call Lightning
  • Clairvoyance
  • Conjure Barrage
  • Counterspell
  • Create Food and Water
  • Dispel Magic
  • Elemental Weapon
  • Flame Arrows
  • Fly
  • Gaseous Form
  • Glyph of Warding
  • Haste
  • Hypnotic Pattern
  • Leomund's Tiny Hut
  • Lightning Arrow
  • Lightning Bolt
  • Magic Circle
  • Meld into Stone
  • Melf's Minute Meteors
  • Phantom Steed
  • Protection from Energy
  • Remove Curse
  • Revivify
  • Sending
  • Slow
  • Thunder Step
  • Tidal Wave
  • Tiny Servant
  • Tongues
  • Wall of Sand
  • Wall of Water
  • Water Breathing
  • Water Walk
  • Wind Wall
4th Level
  • Arcane Eye
  • Banishment
  • Black Tentacles
  • Control Water
  • Death Ward
  • Dimension Door
  • Elemental Bane
  • Fabricate
  • Fire Shield
  • Freedom of Movement
  • Giant Insect
  • Greater Invisibility
  • Hallucinatory Terrain
  • Leomund's Secret Chest
  • Locate Creature
  • Mordenkainen's Faithful Hound
  • Mordenkainen's Private Sanctum
  • Otiluke's Resilient Sphere
  • Polymorph
  • Stone Shape
  • Stoneskin
  • Storm Sphere
  • Wall of Fire
  • Watery Sphere
5th Level
  • Animate Objects
  • Antilife Shell
  • Arcane Hand
  • Awaken
  • Bigby's Hand
  • Cloudkill
  • Conjure Volley
  • Creation
  • Danse Macabre
  • Destructive Wave
  • Greater Restoration
  • Legend Lore
  • Mass Cure Wounds
  • Mislead
  • Passwall
  • Planar Binding
  • Rary's Telepathic Bond
  • Scrying
  • Skill Empowerment
  • Steel Wind Strike
  • Swift Quiver
  • Telekinesis
  • Teleportation Circle
  • Transmute Rock
  • Wall of Force
  • Wall of Light
  • Wall of Stone
6th Level
  • Arcane Gate
  • Blade Barrier
  • Bones of the Earth
  • Chain Lightning
  • Contingency
  • Create Homunculus
  • Disintegrate
  • Drawmij's Instant Summons
  • Find the Path
  • Flesh to Stone
  • Globe of Invulnerability
  • Guards and Wards
  • Heroes' Feast
  • Investiture of Flame
  • Investiture of Stone
  • Investiture of Wind
  • Magic Jar
  • Move Earth
  • Programmed Illusion
  • Scatter
  • Soul Cage
  • Tenser's Transformation
  • True Seeing
  • Wind Walk
  • Word of Recall
7th Level
  • Delayed Blast Fireball
  • Etherealness
  • Forcecage
  • Mirage Arcane
  • Mordenkainen's Sword
  • Mordenkainen's Magnificient Mansion
  • Plane Shift
  • Prismatic Spray
  • Project Image
  • Reverse Gravity
  • Sequester
  • Simulacrum
  • Symbol
  • Teleport
8th Level
  • Abi-Dalzim's Horrid Wilting
  • Antimagic Field
  • Clone
  • Demiplane
  • Earthquake
  • Incendiary Cloud
  • Maze
  • Mighty Fortress
  • Power Word Stun
  • Telepathy
9th Level
  • Astral Projection
  • Gate
  • Imprisonment
  • Invulnerability
  • Mass Heal
  • Prismatic Wall
  • Time Stop
 

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