Alchemic Transmutation

  • casting time10 m / ounce of material
  • range5 feet

  • componentsV, S
  • durationPermanent

You can take a collection of nonliving, nonmagical material and change part or all of it into a different substance that would normally be in the same state of matter as the original material at room temperature. For example, you can transform a lump of coal into a piece of lead, but you can not transform water into liquid iron. You can only transform material into one substance at a time.
The original weight is preserved, so producing a heavier substance may induce shrinkage of the material’s volume and producing a lighter substance may induce enlargement of the material’s volume.
You can not produce rare substances such as precious metals (ex. gold, silver, mithral) or gems (ex. diamonds, emeralds, rubies) with this spell.

Artificer, Warlock, Wizard Transmutation cantrip

Explosive Admixture

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You channel elemental energy into a potion that you are currently holding, and then you throw the same potion to a point on a surface within 20 feet as part of this spell’s casting. Choose cold, fire, or lightning damage. Every creature within 5 feet of where the potion landed must make a Dexterity saving throw. On a failed save, an affected creature takes 1d4 damage of the chosen type. On a successful save, the creature takes half damage.
At Higher Levels. This spell’s extra damage increases to 2d4 at 5th level, 3d4 at 11th level, and 4d4 at 17th level.

Artificer Evocation cantrip

Extended Arm

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationConcentration, special

By increasing the lengths of your arms, you’re able to perform actions at greater distances. You increase your reach by 10 feet until you dismiss the spell or until you take damage. When the spell is dismissed, your arms immediately return to normal length. You can choose to affect either one arm or two arms when you cast this spell.
While this spell is in effect you can use your affected arms and hands to take non-strenuous actions such as moving light objects and finely manipulating tools, but you can not take strenuous actions such as melee attacks or lifting heavy objects.
At Higher Levels. This spell’s effect increases by 5 feet at 5th level (+15 feet), 11th level (+20 feet), and 17th level (+25 feet).

Artificer Transmutation cantrip

Elemental Shot

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

You channel elemental energy into a single piece of ammunition loaded into a ranged weapon (or a ranged thrown weapon) that you are currently wielding, transforming it in mid-air. You make a ranged weapon attack with the same weapon as part of this spell’s casting. Choose cold, fire, or lightning damage. On a hit, the damage that the target is the chosen damage type instead of the weapon’s or ammunition’s normal damage type. If the weapon or ammunition is nonmagical, it is completely destroyed after the attack.

Artificer Transmutation cantrip

Floor Collector

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationInstantaneous

You collect all unattended, unrestrained lightweight objects (1/2 lb. or lighter) within 5 feet to a single location within your space. This spell will also collect dust and dirt.
At Higher Levels. This spell’s radius increases by 5 feet at 5th level (10 ft. radius), 11th level (15 ft. radius), and 17th level (20 ft. radius).

Artificer Evocation cantrip

Homing Missile

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

You conjure a single piece of ammunition automatically loaded into a ranged weapon that you are currently wielding, or conjure a ranged thrown weapon into your hand, and then you make a ranged spell attack with the same weapon as part of this spell’s casting.
The weapon or ammunition follows its target’s movements, giving you advantage on the attack roll, and deals 1d8 force damage on a hit.
The weapon or ammunition is made of magical force, and glows with dim light out to 5 feet. The weapon or ammunition fades out of existence at the end of your next turn.
At Higher Levels. This spell’s damage increases to 2d8 at 5th level, 3d8 at 11th level, and 4d8 at 17th level.

Artificer Conjuration cantrip

Phantom Eye

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationConcentration, up to 1 hour

After covering or closing one of your eyes, you conjure a ghostly floating eyeball (the same size as your own eye ball) that hovers for the duration of this spell. You can mentally command the eyeball to move to any location within 10 feet of you, passing through solid barriers and obstacles. You can “see” through the eye in any one direction you choose. The eye can not penetrate magical barriers, or structures that have been magically warded or reinforced. The eye’s fly speed is 20 feet.
This spell causes a slight strain on your senses. After the spell ends, you have Disadvantage on your attack rolls and Wisdom (Perception) checks until the end of your next turn and can not cast the spell again until you no longer have Disadvantage.
At Higher Levels. This spell’s range increases by 10 feet at 5th level (20 feet), 11th level (30 feet), and 17th level (40 feet).

Artificer, Bard Divination cantrip

Sculpting

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

10 lb. or less of material

You can take up to 50 lb. of nonliving, nonmagical material and reshape it into a single object with a shape of your choosing. Alternately, you can use this spell to re-shape part of a larger nonliving object. Only superficial or structural details can be changed; this spell can not be used to produce complex internal arrangements (such as the inner gears of a clock).
Any weapons made with this cantrip will break on a natural roll of 3 or less on the attack roll unless the caster is proficient with the tools that are normally used to craft such weapons (ex. smith’s tools to craft a sword).
At Higher Levels. This spell’s weight limit increases by 50 lb. at 5th level (100 lb. max), 100 lb. at 11th level (200 lb. max), and 200 lb. at 17th level (400 lb. max).

Artificer, Bard, Cleric, Druid Transmutation cantrip

Twilight Compass

  • casting time1 action
  • range5 feet

  • componentsV, S
  • durationConcentration, special

You form a small, floating sphere of light with glyph patterns of different colors appearing on its surface; the glyph patterns move around depending on where you are in relation to the North and South poles of the world. The sphere itself stays within 5 feet of you and moves with you.
By reading the positions of the glyphs, you can guess what direction you are currently heading and your current depth above or below the surface. The spell is immediately dismissed when day turns to night or vice versa. You can cast the spell again afterwards - the sphere and glyphs are conjured with a different set of colors after the day/night change. The caster is thus able to keep track of days and nights as well.
The compass provides dim illumination out to 20 feet.

Artificer, Bard Conjuration cantrip
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Bio Scan

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You place your hand on a living creature to learn its creature type (including its creature subcategory - ex. Elf - Wood Elf), its place of origin (including plane and natural habitat), its resistances, its vulnerabilities, and its immunities. If the creature is unwilling, then you’ll need to make a melee spell attack against the desired target. This spell has no effect on undead and constructs.

Artificer, Cleric 1st Divination

Cadaver Analysis

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You place your hand on a dead creature’s body, and learn how it died, how long ago it died, and a mental image of the source of death (for example the image of another creature if the dead creature was killed through an act of violence).
This spell will work on separated body parts if at least 10% of the original body remains intact.
This spell will work on ashes if at least 30% of the original burnt remains are gathered together.

Artificer, Bard, Cleric, Paladin, Ranger 1st Divination

Coiling Brace

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 round

You conjure a ghostly snake or tentacle around your forearm that quickly slithers towards and wraps around a creature that you touch to hinder its actions. Make a melee spell attack against a Medium or smaller creature. On a hit, the creature has disadvantage on its next attack roll made before the start of your next turn.

Artificer, Cleric, Druid 1st Conjuration

Doubleback Surge

  • casting time1 reaction*
  • rangeSelf

  • components
  • duration

Perform this reaction when a creature within 30 feet hits you with a spell using a melee or ranged spell attack to deal damage.
You channel some of the magical energy from an attacker’s spell, along with your own, to launch a counter offensive.
Make a ranged spell attack against the creature that hit you with a spell; on a hit, you deal 2d6 force damage to the target.
At Higher Levels. If you spend a spell slot with a higher level than 1st for this spell, then you increase the damage by 1d6 for each level higher than 1st.

Artificer 1st Evocation

Fleeting Vulnerability

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 round

You disrupt the natural processes of a creature’s body to remove its protections for a brief window of opportunity. Make a melee spell attack against a Large or smaller creature. On a hit, one resistance of your choice that the creature has against a specified damage type is suppressed until the end of your next turn. This spell does not affect immunities.
Every time a creature takes damage of the type that you specified for this spell, it can make a Constitution saving throw to end the spell’s duration (after damage is resolved).
At Higher Levels. If you expend a 4th level or higher spell slot for this spell, then instead of the normal effect, you can give the target vulnerability to one damage type of your choice that the target is not already resistant or immune to. The creature still gets a saving throw after taking damage.
If you expend a 7th level or higher spell slot for this spell, the spell can also affect Huge category creatures.

Artificer, Bard, Cleric, Druid 1st Transmutation

Glowing Mark

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 minute

You cause a creature to emit illumination from all over its body, producing bright light out to 20 feet, and dim illumination another 20 feet outward.
If the creature is unwilling, you must make a melee spell attack against it to deliver the effect. An affected creature can make a Wisdom saving throw at the start of its turn to end the spell’s duration, otherwise it lasts for 1 minute.
If the creature is undead or vulnerable to radiant damage, it takes 1d6 radiant damage when the spell activates, and another 1d4 radiant damage at the end of its turns until the spell ends.
A creature affected by this spell can not become invisible.

Artificer, Bard, Cleric, Paladin 1st Evocation

Lingering Shock

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Persistent strands of lightning curl around your hand and enter into a creature that you touch, spreading throughout its body. You make a melee spell attack against a Medium or smaller creature. The attack roll has Advantage against a creature wearing metal armor. On a hit, the creature takes 2d6 lightning damage and must make a Constitution saving throw.
On a failed save, the creature can’t take reactions until the start of its next turn; the creature must keep making the saving throw for the same effect at the start of its turns until it succeeds on a save (becoming unable to take reactions every time it fails).
At Higher Levels. If you spend a spell slot with a higher level than 1st for this spell, then you increase the damage by 1d6 and the maximum target size category by one step for each level higher than 1st.

Artificer 1st Evocation

Object Origin

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You place your hand on a crafted object, and learn how it was built, how long ago it was built, and a mental image of the source of crafting (usually the person who crafted the object). Alternately, instead of the crafter you can seek a mental image of the last possessor of the object.

Artificer, Bard, Cleric, Paladin 1st Divination

Pushing Force

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A sudden wave of repulsive force erupts from your hand when you come into contact with a creature. Make a melee spell attack against a Medium or smaller creature; on a hit, the creature must make a Strength saving throw. On a failed save, the creature is pushed 10 feet; the creature is pushed half the distance (5 feet).
At Higher Levels. If you expend a spell slot with a higher level than 1st for this spell, then you increase the distance of the push by 10 feet for each level higher than 1st.

Artificer 1st Evocation
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Repair Object (Ritual)

  • casting time10 minutes
  • range10 feet

  • componentsV, S, M
  • durationInstantaneous

a writing implement such as a chalk piece or a cloth dipped in ink, which is used to draw a circle of runes around the object affected by this spell

You draw a transmutation circle around a damaged object, and then cast this spell to make the object whole again. This spell can be used to repair constructs and magic items, but can not restore magic to them. This spell has varying chances of success depending on the size of the object being repaired as well as the level of damage that needs to be repaired. When casting this spell, roll a d100 once to determine success or failure. On failure, you can attempt to cast this spell again with a casting time of 1 action by using the same circle of runes that you drew for the previous attempt.
See spellbook for difficulty information

Artificer, Bard 1st Transmutation

Repair Construct

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A handful of nails, nuts, bolts, and/or screws

You place your hand on a damaged construct and it regains hit points equal to 1d8 + your spellcasting ability modifier.
At Higher Levels. If you expend a spell slot with a higher level than 1st for this spell, then you increase the healing by 1d8 for each level higher than 1st.

Artificer, Cleric 1st Transmutation

Arcane Transference

  • casting time1 minute
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You transfer magical stores of energy from one creature to yourself or vice versa. This spell can only be used on a spellcasting creature that uses spell slots.
When you cast this spell on a willing creature, you can either grant the target one of your spell slots (up to the highest spell slot level usable by the target), or take one of the target’s spell slots (up to the highest spell slot level that you can use).
When you cast this spell on an unwilling creature, the target must make a Wisdom saving throw; on a failed save, you take one remaining spell slot from the creature at the highest spell level that it can use, or the highest spell level that you can use, whichever is lower.
The spell slot granted using this spell remains usable until the recipient takes a long rest or until 24 hours have passed, whichever comes first.

Artificer, Bard 2nd Evocation

Artifact History

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

You place your hand on an object, and learn the identities of its prior owners (if any). You can recover the identities of up to the past ten members of an object’s ownership per minute. You learn the name and the true physical image of each owner whose identity you learn, as well as when and for how long each owner possessed the object.
You also learn where the object has traveled, as well as the source and nature of any major changes or damages to the object’s structure during the periods of its history that you divine.

Artificer, Bard, Cleric, Paladin 2nd Divination

Gauntlet Reinforcement

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Gadget parts

You expend 1 Gadget point to either apply magically charged reinforcement on the gauntlet portion of your rune armor or craft special gauntlets over your hands. Choose bludgeoning, piercing, or slashing damage. For the duration of this spell, your unarmed strikes deal 1d6 damage of the chosen type, and are treated as a magic weapon for the purpose of bypassing damage resistance or immunity.
In addition, when you hit with your unarmed strike, you can expend a spell slot to deal extra cold, fire, or lightning damage equal to 1/2 your artificer level + 1d8 per level of the expended spell slot. Using this effect will end the spell’s duration.

Artificer 2nd Transmutation

Gadget Restrainer

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Gadget parts

Make a melee spell attack against a Medium or smaller creature. On a hit, you expend 2 Gadget points to craft chains that magically wrap around the target, restraining it. The creature can make a Dexterity saving throw or Strength saving throw to escape from the chains at the start of its turns, ending the spell.
At Higher Levels. Casting this spell with a 5th level slot or higher allows you to use it on a Large creature, expending 6 Gadget points instead of 2.

Artificer 2nd Transmutation

Gadget Tracker

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Gadget parts

You expend 1 Gadget Point to craft a magically powered tracking device that will allow you to determine the exact location of a creature that you place the device on relative to your position within 10 miles of distance. If a creature is unwilling, you can make a melee spell attack as part of this spell’s casting against the creature, placing the device on the creature on a hit.

Artificer 2nd Transmutation

Gadget Striker

  • casting time1 bonus action
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Gadget parts

You use your Gadget Builder feature to build a Gadget as part of the bonus action taken to cast this spell. You craft a weapon from your Gadget parts (see Section 5: Artificer Gadgets for point costs), and enhance the magical energy of the glyphs even further.
The weapon confers a +1 bonus to attack and damage rolls for the duration of the spell.
At Higher Levels. Casting this spell with a 4th level slot or higher confers a +2 bonus. Casting this spell with a 6th level slot or higher confers a +3 bonus.

Artificer 2nd Transmutation

Overwhelming Weight

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

By increasing the weight of another creature drastically in a sudden fashion, you can cause it to falter for a moment. You make a melee spell attack against a Medium or smaller creature, and on a hit the creature must make a Strength saving throw. On a failed save, the creature falls prone and is restrained until the end of its next turn. On a successful save, the creature has Disadvantage on its attack rolls and Dexterity saving throws, and has its speed reduced by half until the end of its next turn.

Artificer, Bard, Cleric, Paladin 2nd Transmutation
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Runic Arm Cannon

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Gadget parts

You expend 1 Gadget point to craft a firearm weapon that attaches to one of your forearms. You are treated as proficient with this weapon for the spell’s duration.
When you cast this spell, choose cold, fire, or lightning.
You can make ranged weapon attacks with the arm cannon, which fires projectiles of elemental energy that deal 1d10 damage of the chosen type on a hit. The range for the weapon is 125/500. You add your Dexterity modifier to the attack rolls and damage rolls for this weapon.
Once per turn, you can use an action and expend a spell slot to shoot a powerful beam from the arm cannon. Every creature in a 30-foot line must make a Dexterity saving throw. On a failed save, an affected creature takes 1d10 damage of the chosen type, plus 1d8 damage of the chosen type per level of the expended spell slot; on a successful save, an affected creature takes half damage.

Artificer 2nd Transmutation

Remove Poison or Disease (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 12 hours

a pound of soft clay

You perform a special medical procedure on a creature by connecting your personal flow of magical energy to the vital processes of the creature’s body. Your magic steadily encourages that body to detoxify itself and draws out foreign substances and pathogens, killing deadly organisms in the process.
This spell can be used to remove non-magical diseases or poisons from a creature by succeeding on Wisdom (Medicine) checks made during the casting. For each disease or poison, you must roll 2 successful checks to remove it, made against the Constitution saving throw DC of the disease or poison. You can make one check per hour.
While the spell is in effect, the targeted creature does not have to make any Constitution saving throws for the poisons or diseases currently affecting it.
You can not perform any other activities during the spell’s duration, or else the spell will be dismissed.

Artificer, Druid, Ranger 2nd Transmutation

Shadow Grab

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 round

You pull at a nearby creature’s shadow, and then stamp your foot down on it, preventing both shadow and creature from moving. Make a melee spell attack against a Medium or smaller creature. On a hit, the creature has disadvantage on melee weapon and melee spell attack rolls, and is immobilized until the start of your next turn. If you take damage from any source, the spell’s duration immediately ends.
At Higher Levels. If you expend a 4th level or higher spell slot for this spell, you can affect a Large or smaller creature. If you expend a 7th level or higher spell slot for this spell, you can affect a Huge or smaller creature.

Artificer 2nd Transmutation

Unbalancing Vertigo

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 round

You warp a creature’s sense of balance by channeling disruptive energies into its body. Make a melee spell attack against a Medium or smaller creature. On a hit, the creature must make a Constitution saving throw every time it takes damage from an attack until the end of your next turn. On a failed save, the creature is knocked prone.

Artificer, Bard, Cleric, Paladin 2nd Evocation

Alter Creature (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 24 hours

a pound of soft clay

You are able to transform the body of yourself or one other creature, as the spell alter self, for an extended period of time.

Artificer, Druid 3rd Transmutation

Dimension Hop

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You teleport yourself or another creature up to 60 feet, to an unoccupied space within line of sight. If the creature is unwilling, it can make a Wisdom saving throw to negate the spell’s effect. If the space you are teleporting the creature to is dangerous, it can make a Wisdom saving throw with Advantage to negate the spell’s effect.

Artificer, Bard 3rd Conjuration

Frost Gaol

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A chilling force swirls around your hand, ready to envelop the next creature that you touch in an icy prison. Make a melee spell attack against a creature; on a hit, you deal 5d8 + 7 cold damage to the target and the creature is restrained in a shroud of ice until it succeeds on a Strength saving throw at the start of its turn. Every time the creature fails its saving throw, it takes 1d8 cold damage. On a successful save, the creature is no longer restrained and the space that it’s in, as well the area adjacent to its space, becomes difficult terrain from chunks of ice strewn about (unless the ice has been melted or otherwise destroyed).
While a creature is restrained by this spell, it is completely covered by a barrier of ice with the following statistics: 40 hit points, AC 16, vulnerability to fire damage.
Only Medium or smaller creatures can be restrained by this spell.
At Higher Levels. If you expend a spell slot with a higher level than 3rd for this spell, then for each level higher than 3rd, you increase the initial cold damage by 1d8 and the maximum target size category for the restraining effect is increased by one step. In addition, the ice barrier gains 15 hit points for each level higher than 3rd.

Artificer, Druid 3rd Evocation

Gadget Watchdog (Ritual)

  • casting time1 minute
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 12 hours

Gadget parts

You expend 5 Gadget Points to craft a Tiny construct creature with the following statistics. The Gadget Watchdog has no method of attack, but it can immediately alert you (waking you if you are sleeping normally). The watchdog can be dismissed as a Gadget and will be immediately dismissed if it moves beyond 100 feet of its creator.
The watchdog adds your proficiency bonus to its saving throws and ability checks. It takes its turn on your initiative, and can not take actions unless commanded by you.
See spellbook for Gadget Watchdog stats

Artificer 3rd Transmutation

Morph Ball

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Gadget Parts

You expend 5 Gadget points to attach devices all over your rune armor that can form a gyroscopic vehicle, shaped like a sphere with you inside at the center (the sphere rolls as you move, but you remain in an upright position); once per turn, you can expend 5 feet of movement to lightly jump and tuck in your knees to your chest and form the vehicle. You can expend another 5 feet of movement to change back to normal form, in standing position.
See spellbook for features gained in this form

Artificer 3rd Transmutation

Reactive Plating

  • casting time1 reaction*
  • rangeSelf

  • componentsV
  • durationConcentration, up to 1 minute

*Take this reaction when you take acid, cold, fire, lightning, necrotic, radiant, or thunder damage.
You negate the damage, and gain resistance to its damage type for the duration of the spell.

Artificer 3rd Transmutation

Rotation Sphere

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You conjure a fist-sized sphere of magical force that expands, opens, and envelops a creature that you touch it to; while inside, the enveloped creature is spun around in all sorts of directions by variable points of gravity. Make a melee spell attack against a Medium or smaller creature. On a hit, the target is restrained inside a sphere of force for the spell’s duration.
The sphere is transparent but acts as a protective barrier, taking all of the damage from attacks made outside and inside. If the sphere takes more than 20 points of damage (AC 5, automatically fails saving throws) or the affected creature makes a successful Strength saving throw, the sphere shatters, and the spell’s duration ends.
When the spell’s duration ends, the affected creature must make a Dexterity saving throw; on a failed save, the creature falls prone.

Artificer 3rd Conjuration

Sensory Overload

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

A surge of debilitating energy from your hand assaults the senses of another creature. You make a melee spell attack against a creature. On a hit, the creature takes 6d6 + 14 necrotic damage and must make a Constitution saving throw. On a failed save, the creature is blinded and deafened until the end of its next turn.

Artificer, Cleric 3rd Necromancy

Bullet Storm

  • casting time1 action
  • range150 feet

  • componentsV
  • durationInstantaneous

You target a point in space within range then shoot your firearm at that point as part of the casting. Every creature within a 20-foot radius of the targeted point must make a Dexterity saving throw. On a failed save, an affected creature takes 4d8 + 10 piercing damage; an affected creature takes half damage on a successful save.
At Higher Levels. If you spend a spell slot with a higher level than 4th for this spell, then you increase the damage by 1d8 for each level higher than 4th.

Artificer 4th Conjuration

Dimension Swap

  • casting time1 action
  • range20 feet

  • componentsV, S
  • durationInstantaneous

You teleport yourself and one creature within range and line of sight; the two of you switch places. If the creature is unwilling, it can make a Wisdom saving throw to negate the spell’s effect. If the space you are teleporting the creature to is dangerous, it can make a Wisdom saving throw with Advantage to negate the spell’s effect.

Artificer, Bard 4th Conjuration

Gadget Orbiter (Ritual)

  • casting time1 minute
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Gadget parts

You spend 4 Gadget points to craft a Tiny floating construct that hovers around your body in your space. The Gadget Orbiter can be dismissed as a Gadget and will be immediately dismissed if it moves beyond 100 feet of its creator.
The orbiter adds your proficiency bonus to its attack rolls, damage rolls,saving throws, and ability checks. It takes its turn on your initiative, and can not take actions unless commanded by you. The orbiter can not make attacks other than attacks of opportunity, and it can only be commanded to move.
See spellbook for Gadget Orbiter stats

Artificer 4th Transmutation

Inspired Weapon Craft

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

Gadget parts

You expend Gadget Points to craft a weapon or ammunition as part of the casting of this spell. The weapon gains the properties of a Common or Uncommon rarity magic weapon of your choice for the duration of this spell.
Any passive non-situational bonus to attack rolls or damage rolls that would normally be granted by the chosen weapon’s properties are replaced by the bonus granted by your Superior Weaponsmith feature.
Attunement in this case is not necessary to use the weapon’s properties.
When the spell’s duration ends, the weapon loses the properties but retains its bonus.

Artificer 4th Transmutation

Maclynn’s Dimensional Tether

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create an invisible magical connection between you and another creature that allows you to summon it from a short distance away. You can teleport the creature as a reaction to an unoccupied space within 5 feet of you as a reaction. If the creature goes beyond 100 feet away from you, this spell is immediately dismissed. When any of the teleport occurs, this spell is dismissed.
If the creature is unwilling, it can make a Wisdom saving throw to negate and dismiss the spell’s effect. If the space you are teleporting the creature to is dangerous, it can make a Wisdom saving throw with Advantage to negate and dismiss the spell’s effect.

Artificer, Bard 4th Conjuration

Rune Armor Requip

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

You swap the armor that you are currently wearing with a different rune armor that you had crafted. The changed armor must be on the same plane of existence when you cast this spell. You automatically equip and attune to the changed armor and lose your attunement to the previously worn rune armor.

Artificer 4th Conjuration

Shadow Stairs

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You produce a set of connected stairs made of quasi-real material leading up a direction of your choice, and starting from a space within 10 feet. The stairs may be diagonal or spiral upwards. The maximum height that you can place the top of the stairs is 60 feet. The stairs can be made wide enough to accommodate Large or smaller creatures.
The stairs are fixed in space and do not need to connect with another structure to maintain their integrity. They can support any amount of weight while they exist.
When the spell ends or is dismissed, the stairs disappear and anything on them falls.
At Higher Levels. If you spend a spell slot with a higher level than 4th for this spell, then you increase the maximum height by 10 feet per level higher than 4th.

Artificer, Bard 4th Illusion

Temperature Zone (Ritual)

  • casting time1 minute
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 hour

A tiny vial of mercury

You reach out with your senses and grasp control of the heat around you. You can gradually raise or lower the ambient temperature of the atmosphere in a 30-foot radius sphere centered on you.
As an action, you can shift the temperature range by one step as detailed in the spellboox.
You can refresh the spell’s duration back to 1 hour by casting the spell again (if you can) before the current duration ends.

Artificer, Bard, Cleric, Druid 4th Evocation

Blink Disruption

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • duration1 minute

You inject a creature’s body with magical energies tuned to the veil between worlds, causing the creature to teleport in response to its own aggression. Make a melee spell attack against one creature. On a hit, the target will teleport 10 feet away every time the target attempts to make a melee attack (interrupting the attack). The target can make a Wisdom saving throw to prevent the teleportation. If the target makes two successful Wisdom saves in a row, the spell’s duration ends, otherwise the spell lasts for 1 minute.

Artificer, Bard 5th Conjuration

Gadget Beast (Ritual)

  • casting time1 minute
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 1 hour

Gadget parts

You spend 8 Gadget points to craft a Small construct creature with the following statistics. The Gadget Beast can assist you in combat or other situations. The beast can be dismissed as a Gadget and will be immediately dismissed if it moves beyond 100 feet of its creator.
The beast adds your proficiency bonus to its attack rolls, damage rolls,saving throws, and ability checks. It takes its turn on your initiative, and can not take actions unless commanded by you.
You can take an action to verbally command the beast to take the Attack, Dash, Disengage, Dodge, or help action (Note: if you have the Extra Attack feature from another class, you can make a weapon attack when commanding the beast to take an Attack action).
See spellbook to choose one of the following construct designs for the Gadget Beast when you cast this spell.

Artificer 5th Transmutation

Grand Monument (Ritual)

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationPermanent

a carved statue weighing no more than 400 lb.

By using a sculpted work of your own making as a template, you are able to create a much larger version of the same work. You can reshape a pile of nonliving material, weighing 1,000 lb. to 4,000 lb., into an exact replica (scaled up) of the statue used as the material component for this spell. You must have spent at least 1 hour crafting the original statue.
At Higher Levels. If you spend a spell slot with a higher level than 5th for this spell, then you increase the maximum weight by 2,000 lb. per level higher than 5th.

Artificer, Bard, Cleric 5th Transmutation

Prismatic Surge

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Eight different colors of light swirl around your hand. At any given moment one or two of those colors becomes dominant until it quickly shifts towards another of the eight colors. You can make a melee spell attack against a creature using the hand with colors swirling around it. On a hit, the creature must make a Constitution saving throw. Roll 1d8 and see spellbook to determine which color(s) was dominant when you hit the creature.

Artificer 5th Evocation

Shadow Bridge

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You produce a flat plane bridge made of quasi-real material leading across a direction of your choice, and starting from a space within 10 feet. The bridge is up to 20 feet wide and 200 feet long. You can create it at an incline and choose to make any or all of its surface area into difficult terrain.
The bridge is fixed in space and does not need to connect with another structure to maintain its integrity. It can support any amount of weight while it exists.
When the spell ends or is dismissed, the bridge disappears and anything on it falls.
At Higher Levels. If you spend a spell slot with a higher level than 5th for this spell, then you increase the maximum length by 50 feet per level higher than 5th.

Artificer, Bard 5th Illusion

Unbreakable Armor

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 1 minute

Your currently worn rune armor is magically reinforced against physical damage for a short time. You gain the following benefits while wearing the rune armor.
You gain immunity to bludgeoning, piercing, and slashing damage, except from magic weapons or weapons made from adamantine for the duration of the spell.
You gain resistance to bludgeoning, piercing, and slashing damage from magic weapons or weapons made from adamantine for the duration of the spell.

Artificer 5th Transmutation

Chaotic Disharmony

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

Chaotic fluctuations of magical force flow from your hand into another creature; they surge back and forth inside of the creature’s body, causing it to become disoriented. Make a melee spell attack against a creature. On a hit, the creature takes 5d10 + 30 points of force damage, and the creature must make a Constitution saving throw. On a successful save, the creature takes half damage and has Disadvantage on all attack rolls and ability checks until the end of its next turn. On a failed save, the creature becomes prone and stunned until the end of its next turn and must make a Constitution saving throw at the end of each of its turns.
A failed save on its second or later saving throws against this spell, the creature takes an additional 1d10 force damage and has Disadvantage on all attack rolls and ability checks until the end of its next turn.

Artificer, Bard 6th Transmutation

Explosive Missile Pods

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S, M
  • duration1 minute

Gadget Parts

You expend 2 Gadget Points to attach small explosive pods to your Rune Armor that can shoot out towards targets of your choice. For the spell’s duration, you can make a ranged spell attack as an action against a creature within 100 feet. On a hit, the creature takes 3d6 bludgeoning damage and 3d6 fire damage and is pushed 5 feet, and every other creature within 5 feet of the target must make a Dexterity saving throw. On a failed save, an affected creature takes the same damage as the original target and is pushed 5 feet; half damage on a successful save.
You can make ranged spell attacks for this spell twice during its duration. Every time you make one of these attacks, you lose one of the Gadget Points expended for the spell instead of having it refunded, otherwise you are refunded your Gadget Points at the end of the spell’s duration.

Artificer 6th Transmutation

Gadget Copter (Ritual)

  • casting time10 minutes
  • range15 feet

  • componentsV, S, M
  • durationConcentration, up to 24 hours.

a tiny carved statue of a flying vehicle, and Gadget parts

You conjure the body of a flying vehicle for transportation, using your magically enchanted Gadget parts to provide the joints and complex moving parts of the craft. You spend 10 Gadget points as part of the ritual performed to cast this spell. The vehicle has AC 18, 60 hit points, resistance to weapon damage from nonmagical weapons, and a fly speed of 120 feet. The vehicle can hover and lift off vertically, using a combination of magic and a set of rotating blades attached on top of it. The vehicle is up to 10 feet wide, 10 feet high, and 25 feet long, and can carry up to 1500 lb. without slowing.
One of its passengers must be designated to control the vehicle’s movement at all times, otherwise it starts moving out of control or simply hovers in place. The controlling passenger (pilot) makes the saving throws for the vehicle.
If the vehicle takes more than 40 points of damage, it loses its fly speed and can no longer hover.
The vehicle falls apart (creating difficult terrain) and your Gadget Points are refunded at the end of the spell.

Artificer 6th Conjuration

Reaper’s Arrow

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a piece of ammunition or a thrown weapon

You imbue a single shot of nonmagical ammunition or a nonmagical thrown weapon with an aura of death. You can cast this spell just before you make a ranged weapon attack with the imbued object. You gain Advantage for the attack roll, and the affected object is treated as a +2 magic weapon (gains a +2 bonus to attack and damage rolls) until the attack resolves. On a hit, the target creature must make a Constitution saving throw. On a failed save, the creature takes an additional 4d10 +20 points of necrotic damage, falls prone, and is poisoned and stunned until the end of its next turn. On a successful save, the creature takes half damage and is poisoned until the end of its next turn.
This spell’s damage and conditions can only be applied to living creatures.

Artificer, Cleric 6th Necromancy

Thundering Gunplay

  • casting time1 bonus action
  • rangeTouch

  • componentsV, M
  • duration1 round

a firearm weapon

This spell augments the sound produced by your firearm(s) when you shoot with it. Every time you make a ranged weapon attack with a firearm until the end of your next turn, every creature within 10 feet of you must make a Constitution saving throw. On a failed save, the creature takes 3d8 +16 points of thunder damage and is deafened until the end of its next turn. On a successful save, the creature takes half the damage. Every creature 10+ feet to 15 feet takes 2d6 +8 points of thunder damage.
In addition, you gain immunity to the deafened condition and thunder damage until the end of your next turn.

Artificer 6th Transmutation

Guiding Strings

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a spool of silver thread

Invisible strands of magical thread extend from your fingertips to a Medium or smaller creature’s body. These strands pass through nonmagical materials, and can be cut with damage from a magic spell or a magic weapon (slashing type). The strands can extend up to 200 feet. At least one of your hands is occupied until the spell ends. To use this spell against an unwilling creature, you must succeed on a melee spell attack; the spell ends if you miss.
See spellbook for available actions you can take with the creature to which your magical threads extend to

Artificer 7th Enchantment

Iron Juggernaut

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Gadget Parts

You expend 8 Gadget points and draw extra mass from an extradimensional space to expand your armor into a bulky automated suit that moves to your will.
While in juggernaut form, you gain the following features.
* You are treated as a Large creature.
* Your speed is changed to 40 feet.
* Your Strength is treated as 20, and your lifting/carrying capacity is multiplied by 10.
* All of your wielded items and equipment are placed inside the armor with you for the duration of the spell.
* Your AC increases by 2 and you gain 40 temporary hit points; the temporary hit points are dismissed at the end of the spell’s duration.
* Your unarmed strike damage die is replaced by the armor’s unarmed strike damage die of 2d6 bludgeoning.
* You gain resistance to all damage except lightning and psychic damage.
* You can breathe normally without detriment inside the armor even if you enter an environment with a potentially hostile atmosphere (ex. underwater, poison gas cloud, vacuum).
* You can not cast spells with a somatic component.
* You gain advantage on Strength ability checks and Strength saving throws.

Artificer 7th Transmutation

Maclynn’s Mass Tether

  • casting time1 action
  • range10 feet

  • componentsV, S
  • durationConcentration, up to 10 minutes

You create an invisible magical connection between you and up to eight creatures that allows you to summon them from a short distance away. You can teleport the creatures (one at a time or altogether) as a reaction to an unoccupied space within 5 feet of you as a reaction. If any affected creature goes beyond 100 feet away from you, it loses the effect of this spell. When any of the teleports occur, this spell is dismissed.
If the creature is unwilling, it can make a Wisdom saving throw to negate and dismiss the spell’s effect. If the space you are teleporting the creature to is dangerous, it can make a Wisdom saving throw with Advantage to negate and dismiss the spell’s effect.

Artificer, Bard 7th Conjuration

Masterful Weapon Craft

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

Gadget parts

You expend Gadget Points to craft a weapon or ammunition as part of the casting of this spell. The weapon gains the properties of a Rare or Very Rare magic weapon of your choice for the duration of this spell.
Any passive non-situational bonus to attack rolls or damage rolls that would normally be granted by the chosen weapon’s properties are replaced by the bonus granted by your Superior Weaponsmith feature.
Attunement in this case is not necessary to use the weapon’s properties.
When the spell’s duration ends, the weapon loses the properties but retains its bonus.

Artificer 7th Transmutation

Restful Slumber (Ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

rare tea leaves costing 50 or more gp

You gently stroke a creature’s head as it goes to sleep, whispering the words of a lullaby. By casting this spell during a short rest, the affected creature regains all hit points and hit dice and reduces exhaustion by two steps at the end of the short rest, at which point the creature awakens feeling refreshed.

Artificer, Bard, Cleric, Druid 7th Transmutation

Super Heroism

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You infuse a creature with invigorating confidence, enhancing its capacity for heroic feats. The creature gains the following benefits:
A +3 bonus to all attack rolls, damage rolls, ability checks, saving throws, and skill checks for the duration.
The creature gains 40 temporary hit points.
Any charmed, frightened, or stunned condition is removed from the creature.
The creature gains immunity to the charmed, frightened, and stunned conditions for the duration.
The creature gains Advantage on Charisma saving throws for the duration.

Artificer, Bard, Cleric 7th Enchantment

Gadget Drill Tank (Ritual)

  • casting time10 minutes
  • range15 feet

  • componentsV, S, M
  • durationConcentration, up to 24 hours.

a tiny carved statue of a land vehicle, and Gadget parts

You conjure the body of a land vehicle for transportation, using your magically enchanted Gadget parts to provide the joints and complex moving parts of the craft. You spend 10 Gadget points as part of the ritual performed to cast this spell.
The vehicle is up to 10 feet wide, 10 feet high, and 20 feet long, and can carry up to 5000 lb. without slowing.
The vehicle has AC 22, 150 hit points, resistance to weapon damage from nonmagical weapons, and a speed of 60 feet.
The vehicle can move vertically into the solid ground, using a combination of magic and a huge drill at the front end. The vehicle’s speed while digging is halved.
One of its passengers must be designated to control the vehicle’s movement at all times, otherwise it starts moving out of control or simply hovers in place. The controlling passenger (pilot) makes the saving throws for the vehicle.
If the vehicle takes more than 80 points of damage, it loses half of its speed.
The vehicle falls apart (creating difficult terrain) and your Gadget Points are refunded at the end of the spell.

Artificer 8th Conjuration

Gadget Cannon

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Gadget parts

You spend 12 Gadget points to craft a stationary Medium size object: a mechanical device primarily made of an adjustable cylindrical tube with an open end. You can aim the open end of the cannon at targets and blast magically conjured ammunition at them from the cannon’s open end. To load the cannon, you can use a bonus action and spend a 4th level or higher spell slot.
To fire the cannon, make a ranged spell attack while physically wielding the cannon (standing in place next to it and turning the cylinder). If the attack hits a creature, the cannon will deal 1d8 bludgeoning damage plus 1d4 force damage per level of the spell slot spent to load the ammunition. On a hit, the creature must also make a Constitution saving throw, being pushed away from you by 20 feet on a failed save. In addition, creatures in spaces within 5 feet of the target must make a must make a Constitution saving throw, taking 2d6 force damage and being pushed 10 feet away from the target on a failed save.
The cannon has an effective firing range of 300 feet (long range max 1,000 feet). It weighs 500 lb. and must be carried to be moved.

Artificer 8th Transmutation

Momentary Disjuncture

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationInstantaneous

You temporarily cut another creature off from the normal flow of time, making it appear as if frozen in the moment.
The affected creature can not take actions, move, or otherwise interact with the world until the end of your next turn.
The affected creature can not be affected by attacks, and conditions can not be applied to it until the end of your next turn.
Any ongoing effects or conditions currently affecting the creature do not progress or end until the end of your next turn. (Saving throws or checks are not made as normal.)
The creature can not take damage or die until the end of your next turn.
The creature is immutable and immovable, no matter what forces are applied on it, until the end of your next turn.

Artificer 8th Abjuration

Mind Tapestry

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 hour

Placing your hand on a creature’s head, you summon forth a visual display of images crafted from the creature’s thoughts and memories. Until the spell ends, the creature’s thoughts are displayed on a 10 foot by 10 foot screen of mutable light, which produces bright illumination within 50 feet, and dim illumination another 50 feet further. The screen floats up to 20 feet above the ground and objects will pass harmlessly through it. The screen can be used to communicate a message or story through abstract images or actual visual memories. The affected creature decides which images to show and can end the spell with a successful Wisdom saving throw. The images may be accompanied by sound as well; for example, the memory of seeing and hearing a conversation.

Artificer, Bard 8th Illusion

Pillars of Sealing

  • casting time1 action
  • range60 feet

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a crystal pendant specially inscribed with magical glyphs, costing no less than 10,000 gp

A circular formation of eight stone pillars with a radius up to 20 feet wide erupt from the ground, and illusory chains shoot out from them at a single Huge or smaller creature at the center of the circle. The pillars are 5 feet wide with a height of 40 feet. Each pillar has AC 5 and 45 hit points. When a pillar is reduced to 0 hit points, it collapses into rubble, creating an area of difficult terrain with a 15-foot radius. The rubble remains until cleared. This spell will not activate if there is not enough room for the pillars (the spell slot is still spent on the attempt). The spell is dismissed when five or more of its pillars are destroyed. Intact pillars are left behind after the spell is dismissed or completes its duration.
See spellbook for additional information

Artificer, Cleric, Druid 8th Conjuration

Runic Rocketeer

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

Gadget parts

You expend 3 Gadget points to reinforce your armor against physical stress and attach a device to your back that enables high speed flight. You are immune to the deafened condition and resistant to thunder damage for the duration of this spell’s effect.
For the duration of the spell, you gain a fly speed of 200, with the ability to hover in mid-air. If you initiate a Dash action while flying, you generate a sonic boom; every other creature within 20 feet must make a Constitution saving throw. On a failed save, an affected creature is deafened for 1 minute; on a successful save, an affect creature is deafened until the start of your next turn.

Artificer 8th Transmutation

Glyph of Doom

  • casting time1 action
  • rangeTouch

  • componentsV, S
  • durationConcentration, up to 1 minute

You instantly inscribe a glowing symbol onto a creature’s body; the symbol contains a powerful curse that draws danger towards the affected creature. Make a melee spell attack against a creature. On a hit, the creature must make a Wisdom saving throw. On a failed save, every attack roll made against the creature has Advantage, the creature loses all resistances (but not immunities), and every normal hit scored against it is treated as a critical hit until the end of its next turn.
Until the end of this spell, the creature must make a Wisdom saving throw at the end of each of its turns. On a failed save, every attack roll made against the creature has Advantage, the creature loses all resistances (but not immunities), and every normal hit scored against it is treated as a critical hit until the end of its next turn.
Two successful saves (they do not need to be made consecutively) end the spell.

Artificer, Cleric 9th Abjuration

Legendary Weapon Craft

  • casting time1 action
  • rangeSelf

  • componentsV, S, M
  • duration1 hour

Gadget parts

You expend Gadget Points to craft a weapon or ammunition as part of the casting of this spell. The weapon gains the properties of a Legendary magic weapon of your choice for the duration of this spell.
Any passive non-situational bonus to attack rolls or damage rolls that would normally be granted by the chosen weapon’s properties are replaced by the bonus granted by your Superior Weaponsmith feature.
Attunement in this case is not necessary to use the weapon’s properties.
When the spell’s duration ends, the weapon loses the properties but retains its bonus.

Artificer 9th Transmutation

Orbital Destruction Array

  • casting time1 action
  • range5 feet

  • componentsV, S, M
  • durationConcentration, up to 1 minute

Gadget parts

You conjure up to four floating metal spheres, each about 5 feet in diameter, in unoccupied spaces within 5 feet of you. The spheres shoot out magical beams of energy that can damage or destroy their targets.
They have a fly speed of 60 feet and hover. As part of the action taken to cast this spell, you spend up to 12 Gadget points, attaching magical firing mechanisms on each of the twelve spheres (3 Gadget points per sphere). Each sphere has AC 18, 50 hit points, and resistance to damage from nonmagical weapons.
See spellbook for actions you can take with the spheres.

Artificer 9th Conjuration

Puppet Strings

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 10 minutes

a spool of platinum thread

Invisible strands of magical thread extend from your fingertips to a Medium or smaller creature’s body. These strands pass through nonmagical materials, and can be cut with damage from a magic spell or a magic weapon (slashing type). The strands can extend up to 200 feet. At least one of your hands is occupied until the spell ends. To use this spell against an unwilling creature, you must succeed on a melee spell attack; the spell ends if you miss.
See spellbook for available actions you can take with the creature to which your magical threads extend to

Artificer 9th Enchantment

Pyrotechnic Artillery

  • casting time1 bonus action
  • rangeTouch

  • componentsV, S, M
  • durationConcentration, up to 1 minute

a ranged ammunition weapon

You imbue a ranged ammunition weapon that you are wielding with the power of elemental fire. The first ranged weapon attack that you make with the weapon each turn will enhance the ammunition fired so that it produces a fiery explosion on hit. The explosion affects a 15-foot radius centered on the target, and deals 5d6 fire damage. Creatures other than the centered target within the affected area can make a Dexterity saving throw to take half damage. The ammunition in this case is always destroyed when the effect activates, unless it is a legendary or artifact tier magic item.

Artificer 9th Transmutation