Artificer's Exclusive Spells

by Carreau

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Artificer's Exclusive Spells

Artificer's Exclusive Spells

Spell level Spell
1st Glue, Fold, Tracer, Summon Sentry, Drill/Seal
2nd Taser, Land Mines, Repair
3rd Summon Vehicle, Energy Storage
4th Air Support
5th Summon Greater Vehicle, Bionic Arms

Glue

1st level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S
  • Duration: Concentration, up to 1 hour

You touch two objects that aren't worn or carried, or one object that isn't worn or carried and a solid surface like a wall or the ground, and make them touch one another, forming an adhesive bond between them. For the duration, the two are glued together. A creature can try to separate them from one another as an action. To succeed, it must succeed on a strength check against your spell save DC.

If a drop of universal solvent or oil of Etherealness is used on the objects, this spell ends.

Fold

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a piece of paper)
  • Duration: Until Dispel

You touch an object that is not worn or carried, and use your power to fold it into a more transportable version. Its size and its weight are halved. A folded object can't be used as long as it is folded. Any creature that touch a folded object can, as an action, end that spell on the object. The object then returns to its normal size and weight.

In higher level. When you cast this spell using a 2nd-level spell slot or higher, you can divide the size and the weight of the object by a factor equal to the level of the spell slot you expend plus one (So if you cast this spell using a 3rd-level spell slot, you can divide the size and weight of the target by 4).

Art Credit : Wizards of the Coast

Drill/Seal

1st level transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: S, M (an tiny spiral made of iron)
  • Duration: Until Dispel

You touch an solid object that isn't worn or carried or solid surface.

  • Drill. You can drill up to 6 holes in the target. The holes have a radius of up to 4 inches and a depth of up to 1 foot.

  • Seal. You can seal up to 6 holes in the target. The holes must have a radius of up to 4 inches and a depth of up to 1 foot.

Tracer

1st level divination


  • Casting Time: 1 bonus action
  • Range: Touch
  • Components: S, M (a piece of chalk)
  • Duration: 1 hour

You touch a creature or an object and mark it for the duration of the spell. While it is marked, you know exactly the direction and the distance that separates the target from you.

In higher level. When you cast this spell using a spell slot of 2nd or 3rd Level, the duration of the spell becomes 8 hours and for the duration, you can hear the sounds around the target as if you were on the target's space in addition to the other effects of that spell. When you use a spell slot of 4th Level or higher, the duration becomes 24 hours and you can see things around the target as if you were on the target's space (the image of the target's surroundings appears like a small illusion that hovers over your hand). You can't benefit from darkvision, blind sight, tremor sense or devil sight when you look through the image created by that spell.

Summon Sentry

1st level conjuration


  • Casting Time: 1 action
  • Range: 5 feet.
  • Components: S, M (a hammer and a wrench, worth at least 50 gp)
  • Duration: Concentration, up to 1 hour

You deploy quickly a small construct. The creature is deployed in an unoccupied space within 5 feet of you and uses the Sentry stat block. When you cast the spell, choose a type of sentry : drone, turret or spider. The shape and capabilities of the creature depends on the chosen type. The creature disappears when it drops to 0 hit points or when the spell ends.

The creature is an ally to you and your companions. In combat, it shares your initiative count, but it takes its turn immediately after yours. You can issue a verbal command to the sentry as a bonus action. It follows that command to the best of its ability during its next turn. If you don’t issue any command, it takes the Dodge action.

At Higher Levels. When you cast this spell using a 2nd-level spell slot or higher, some of the sentry stats increase, as stated in the stat block.


Sentry

Small Construct


  • Armor Class 11 + 1 for each spell level above 1st
  • Hit Points 10 + 10 for each spell level above 1st
  • Speed 0 ft. (Turret only), 30 ft. (Spider only), Climb 30 ft. (Spider only), Fly 30 ft. (Drone only)

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 14 (+2) 3 (-4) 12 (+1) 5 (-3)

  • Senses passive Perception 11
  • Languages understands the languages you speak, can produce alarm sounds.

  • Keen Sight.(Drone only) The sentry has advantage on Perception checks based on sight.

Actions

Multiattack.(Drone and Turret only) The Sentry makes a number of Machine Gun attacks equal to the spell level (up to a maximum of 5 attacks).

Machine Gun.(Drone and Turret only) Range Weapon Attack: your spell attack modifier to hit, Range 30 ft., one target. Hit: 2d4 piercing damage.

Laser Beam.(Turret only) Range Weapon Attack: your spell attack modifier to hit, Range 120 ft., one target. Hit: 1d12 radiant damage + 1d12 extra radiant damage for each spell level above 1st (up to 5d12).

Flame Thrower.(Turret and Spider only) Each creature within a 20 ft. cone must make a dexterity saving throw against your spell save DC, taking 2d6 fire damage + an extra 1d6 fire damage for each spell level above 1st (up to 6d6) on a fail, or half as much on a success.

Taser

2nd level evocation


  • Casting Time: 1 action
  • Range: 60 feet
  • Components: V, S, M (a metallic spike and some thin wire)
  • Duration: Instantaneous

You point your finger at a creature you can see within range, and a thin beam of lightning rushes to your target. Make a range spell attack against the creature. On a hit, it takes 6d6 lightning damage and falls prone. If the target is resistant or immune to lightning damage, it doesn't fall prone on a hit.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, the damage increases by 2d6 for each level above 2nd, up to a maximum of 12d6.

Land Mines

2nd level conjuration


  • Casting Time: 1 action
  • Range: 30 feet
  • Components: S, M (a set of caltrops worth at least 1 gp, which the spell consumes)
  • Duration: Instantaneous

Choose a point you can see on a solid horizontal surface within range, land mines cover the solid surface in a 10-foot radius around that point. When a creature moves into or within this area for the first time of the turn, it must succeed a Dexterity saving throw or it triggers the mines.

The mines are camouflaged. Any creature that can't see the area at the time the spell is cast must make a Wisdom (Perception) check against your spell save DC to recognize the terrain as hazardous before entering it. A creature that doesn't recognize the terrain as hazardous roll its Dexterity saving throw with disadvantage.

When the land mines are triggered, they explode. Each creature within the area covered by the mines take 3d8 thunder damage and are knocked prone. The spell then ends.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, radius of the area increases by 10 feet for each spell level above 2nd.

Repair

2nd level Transmutation


  • Casting Time: 1 action (ritual)
  • Range: Touch
  • Components: V, S, M (a roll of duck tape and a vial of oil)
  • Duration: Instantaneous

You repair a construct you touch. It regains hit points equal to your spell casting modifier and you can end one condition affecting it. The condition can be blinded, deafened or paralyzed.

Alternatively, you can target an object that is broken, rusted, bent, torn or melted, and repair up to 5-foot cube of that object. The repaired parts then become exactly as they were before they got damaged.

In higher level. When you cast this spell using a 3rd-level spell slot or higher, your target regain an extra 1d8 hit points or you can repair an extra 5-foot cube of an object for each spell level above 2nd.

Summon Vehicle

3rd level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a key made of precious metals, worth at least 300 gp)
  • Duration: 1 hour

You click on a tiny button on the key you use as material component for that spell, and it quickly transforms itself into a full size vehicle. Choose one of the following type of vehicles, the key is transformed into that kind of vehicle for the duration.

  • Motorbike. It has a 60 ft. speed, and a 30ft. climbing speed. However, if it isn't on an horizontal surface at the end of the turn, it falls. While riding the motorbike, if you perform a long jump, your maximum jump distance is equal to the distance you travel in a strait line before the jump (so if you travel 25 feet and then jump, you can jump up to 25 feet).

  • Jetski. It has a 60 ft. swimming speed but can't go underwater. If an effect should push it under a liquid, it fails and the jetski stays on the surface of that liquid instead.

  • Jetpack. It has a 30 ft. flying speed and can hover.

Those vehicles are Large, and piloting one of them requires at least one hand. They can only be ridden by one creature at a time. Like for a mount, "mounting" or "dismouting" from one of those vehicles costs half your movement speed.

You can't have more than one vehicle active at a time. If you already have one vehicle conjured by Summon Vehicle or Summon Greater Vehicle when you cast that spell, that same vehicle transforms into a new form of your choice but no new vehicle is created.

In Higher Level. When you cast this spell using a 4th-level spell slot, the duration of that spell becomes 6 hours, and when you cast it with a 5th-level spell slot or higher, it becomes 24 hours.

Energy Storage

3rd level evocation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a copper coil)
  • Duration: Concentration, up to 1 minute

For the duration, when a spell or a cantrip is cast on a target within 30 feet of you, you can use your reaction to absorb a part of the energy of that spell. When you do so, you gain a number of energy charges equal to the level of the spell you absorbed the energy from (minimum 1 charge). You can't have more than 10 charges at a time.

As bonus action when you deal damage to a creature with a spell or a cantrip, you can expend any number of energy charges you stored. When you do so, the target takes a number of extra lightning damage that depends on the number of charges you expended :

  • 1 charge : 1d4
  • 3 charges : 5d4
  • 5 charges : 10d4

Air Support

4th level conjuration


  • Casting Time: 1 action (ritual)
  • Range: 150 feet
  • Components: V, S, M (a distress flare or a smoke grenade)
  • Duration: Instantaneous

You call for an air support on a point you can see within range. That point must be on an horizontal and solid surface outdoor. A flying ally (it can be a giant eagle, a flying ship, an helicopter etc.), flies high above the chosen point and delivers here a package of your choice. Choose one of the following effects :

  • Supplies. The air support delivers a chest containing 20 rations, 4 healing potions and a healing kit.

  • Ammunition. The air support delivers a chest containing 5 packs of weapons and/or ammunition. For each pack, you can choose that it contains either : 15 arrows, 15 crossbow bolts, 15 blowgun darts, 15 sling bullets, 5 darts, 2 javelins, a short bow or a light crossbow.

  • Napalm. The air support delivers a tactical strike on the point of your choice. Each creature within a 30-foot long and 10-foot wide line (starting on the point you chose and extending in the direction of your choice) must make a dexterity saving throw, taking 8d6 fire damage on a fail, or half as much on a success. Flammable objects in the area that are not worn or carried are burnt. The area remains covered in flames until the end of your next turn, and each creature ending its turn in it takes 2d6 fire damage.

All rations, ammunition, weapons, potions and healing kits created by that spell are magical and disappear after 24 hours (they are treated as magical for the purpose of overcoming resistances, and are easily identified as temporary goods by any potential buyer).

Summon Greater Vehicle

5th level conjuration


  • Casting Time: 1 action
  • Range: Touch
  • Components: V, S, M (a key made of precious metals, worth at least 500 gp)
  • Duration: 1 hour

You click on a tiny button on the key you use as material component for that spell, and it quickly transforms itself into a full size Huge vehicle. Choose one of the following type of vehicles, the key is transformed into that kind of vehicle for the duration.

  • Tank. It has a 40 ft. speed and it ignores natural difficult terrains such as rocks, mud, or plants. It has 120 hit points and 20 AC.

  • Submarine. It has a 40 ft. swimming speed and can go underwater (its pilot can breath normally even when it is underwater). It has 100 hit points and 18 AC.

  • Helicopter. It has a 30 ft. flying speed and can hover. It has 80 hit points and 16 AC.

Only you, the one that has cast that spell, can enter inside the vehicle and pilot it; and like for a mount, entering or exiting one of those vehicles costs half your movement speed.

When you are piloting one of those vehicles, you can't be targeted by spells, features or attacks, and you can't target creatures other than yourself with spells, features or attacks.

As an action when you pilot one of those vehicles, you can activate one of its rockets. When you so, choose a point you can see within 120 feet : the vehicle shoots a rocket at that point. Each creature within a 10-foot radius around that point must make a dexterity saving throw against your spell save DC, taking 6d6 thunder damage on a fail, or half as much on a success.

You can't have more than one vehicle active at a time. If you already have one vehicle conjured by Summon Vehicle or Summon Greater Vehicle when you cast that spell, that vehicle transforms into a new form of your choice and regain all of its hit points, but no new vehicle is created.

If the vehicle's hit points are reduced to 0, the spell ends.

Bionic Arms

5th level transmutation


  • Casting Time: 1 action
  • Range: Self
  • Components: V, S, M (a sophisticated set of gears and gems, mounted on a armlet, worth at least 500 gp)
  • Duration: Concentration, up to 10 minutes

Four sprawling bionic arms appear on your back. For the duration, you gain the following benefits :

  • You count as one size larger.
  • Your strength becomes 26 (+8).
  • You gain a 30 feet climbing speed.
  • By using at least 3 of the bionic arms, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands and the last bionic arm free.
  • Your bionic arms count as melee weapons with which you are proficient. They have a reach of 20 feet, don't require your hands to be wielded (as you command them directly with your mind), and deal 2d12 bludgeoning damage on a hit.
  • You can make special shove or grapple attacks with the bionic arms, but you can't have more than 2 targets grappled by the bionic arms at a time.
  • You can expend 5 feet of movement to move a target grappled by the bionic arms 5 feet in the direction of your choice. You can do this multiple times in a same turn as long as you have enough remaining feet of movement. If you move a target more than 20 feet away from you, the grapple ends.

Homebrew lovingly made by LeRoiDeCarreau

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You are the ones that make all of this possible!

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