Tinkerer Spells
Cantrip
Level 0 (cantrip); Casting Time 1 Action, Components V, S; Range L (60 ft.); Duration C (1 min.)
You create a bonfire on ground that you can see within range. Until the spell ends, the magic bonfire fills a 5-foot cube. Any creature in the bonfire’s space when you cast the spell must succeed on a Saving (Dexterity) throw or take 1d6 fire damage. A creature must also make the saving throw when it moves into the bonfire’s space for the first time on a turn or ends its turn there. The bonfire ignites flammable objects in its area that aren’t being worn or carried.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting Time 1 min.; Components V,S; Range C; Duration I
This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
Level 0 (cantrip); Casting Time 1 Action; Components S; Range S; AoE 15 ft. sphere; Duration I
You clap your hands, creating a burst of thunderous sound, which can be heard 100 feet away. Each creature other than you within 5 feet of you must make a Saving throw. On a failed save, the creature takes 1d6 sonic damage.
At higher Class level: the spell’s damage increases by 1d6 when you reach CL3 (2d6) and CL7 (3d6).
Level 0 (cantrip); Casting Time 1 Action; Components V,S; Range L (20 ft.); Duration I
You extend your hand toward a creature you can see within range and project a puff of noxious gas from your palm. The creature must succeed on a Saving (Dexterity) throw against your Spell DC or take 1d8 toxic damage.
At higher Class level: the spell’s damage increases by 1d8 when you reach CL3 (2d8) and CL7 (3d8).
Level 1
Level 1; Casting Time 1 reaction; Components S; Range S; Duration 1 round
When you take electricity, fire, ice, sonic, or toxic damage, you can capture some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee weapon attack on your next turn, the target takes an extra 1d4 damage of the triggering type, and the spell ends.
At higher level: when you empower the spell, the damage increases by 1d4 damage per level above 1st.
Level 1; Casting Time 1 min.; Components V,S,M; Range L (30 ft.); AoE 20ft. cube; Duration 8 hours
You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible. A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 ft.
Level 1; Casting Time 1 Action; Components S; Range L (150 ft.); Duration I
Choose one object weighing 1 to 5 pounds within range that isn’t being worn or carried. The object flies in a straight line up to 90 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a Saving (Dexterity) throw. On a failed save, the object strikes the target and stops moving. In either case, both the object and the creature or solid surface take 1d8 normal damage.
At higher level: when you empower this spell, the maximum weight of objects that you can target with this spell increases by 5 pounds and the damage dealt increases by 1d8 per level above 1st.
Level 1; Casting Time 1 min.; Components S, M; Range C; AoE 10 ft. sphere; Duration 8 hours
As you cast this spell, you use a rope to create a circle with a 10-foot diameter on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly invisible, requiring a successful Intelligence (Perception) check against your spell save DC to be discerned. The trap triggers when a creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Saving (Dexterity) throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is restrained there until the spell ends.
A restrained creature can try redoing the Saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make a Strength (Escape Artist) check against your spell save DC. On a success, the restrained effect ends. After the trap is triggered, the spell ends when no creature is restrained by it.
Level 2
Level 2; Casting Time 1 Action; Components V, S, M; Range C; Duration until dispelled
You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.
While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.
Level 2; Casting Time 1 Action; Components V, S; Range L (60 ft.); Duration C (1 min.)
Choose a manufactured metal object, such as a metal weapon or a suit of metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d6 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls until the start of your next turn.
At higher level: when you empower the spell, the damage increases by 1d6 damage per level above 2nd.
Level 2; Casting Time 1 Action; Components V, S, M; Range C; Duration 1 hour
You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends. The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight creatures. The rope can be pulled into the space, making the rope disappear from view outside the space. Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope. Anything inside the extradimensional space drops out when the spell ends.
Level 3
Level 3; Casting Time 1 hour; Components V, S, M; Range C; Duration until dispelled or triggered
When you cast this spell, you inscribe a glyph that harms other creatures, either upon a surface (such as a table or a section of floor or wall) or within an object that can be closed (such as a book, a scroll, or a treasure chest) to conceal the glyph. If you choose a surface, the glyph can cover an area of the surface no larger than 10 feet in diameter. If you choose an object, that object must remain in its place; if the object is moved more than 10 feet from where you cast this spell, the glyph is broken, and the spell ends without being triggered. The glyph is nearly invisible and requires a successful Intelligence (Perception) check against your spell save DC to be found.
You decide what triggers the glyph when you cast the spell. For glyphs inscribed on a surface, the most typical triggers include touching or standing on the glyph, removing another object covering the glyph, approaching within a certain distance of the glyph, or manipulating the object on which the glyph is inscribed. For glyphs inscribed within an object, the most common triggers include opening that object, approaching within a certain distance of the object, or seeing or reading the glyph. Once a glyph is triggered, this spell ends. You can further refine the trigger so the spell activates only under certain circumstances or according to physical characteristics (such as height or weight) or creature kind (for example, the ward could be set to affect Faith Keepers or spellcasters). You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. When you inscribe the glyph, choose explosive runes or a spell glyph.
Explosive Runes – When triggered, the glyph erupts with magical energy in a 40-foot-diameter sphere centered on the glyph. The sphere spreads around corners. Each creature in the area must make a Saving (Dexterity) throw. A creature takes 5d8 electricity, fire, ice, sonic, or toxic damage on a failed saving throw (your choice when you create the glyph), or half as much damage on a successful one.
Spell Glyph – You can store a spell of 3rd level or lower you know at the time of casting this spell in the glyph by casting it as part of creating the glyph. The spell must target a single creature or an area. The spell being stored has no immediate effect when cast in this way. When the glyph is triggered, the stored spell is cast. If the spell has a target, it targets the creature that triggered the glyph. If the spell affects an area, the area is centered on that creature. If the spell summons hostile creatures or creates harmful objects or traps, they appear as close as possible to the intruder and attack it. If the spell requires concentration, it lasts until the end of its full duration.
At higher level: when you empower this spell, the damage of an explosive runes glyph increases by 1d8 for every level above 3rd. If you create a spell glyph, you can store any spell of up to the same level as the level you use for the glyph of warding.
Level 3; Casting Time 1 min.; Components V, S; Range C; Duration 8 hours
You touch one small, nonmagical object that isn’t attached to another object or a surface and isn’t being carried by another creature. The target animates and sprouts little arms and legs, becoming a creature under your control until the spell ends or the creature drops to 0 hit points.
The creature has these statistics:
Attributes | Other game stats | Equipment | Special |
---|---|---|---|
STR: -2 | PL 1 | Slam 2d4 | Blindsight 60 ft. (blind beyond this radius) |
DEX: 4 | HP 12 | Condition Immunity - blinded, charmed, | |
INT: -3 | AC 15 | Condition Immunity - deafened, frightened, | |
CHA: -3 | Size 5x5 ft. | Condition Immunity - paralyzed, petrified, poisoned | |
END: 0 | Speed: 30 ft/ 30 climb | Damage Immunity - mental |
As a bonus action, you can mentally command the creature if it is within 120 feet of you. If you control multiple creatures with this spell, you can command any or all of them at the same time, issuing the same command to each one. You decide what action the creature will take and where it will move during its next turn, or you can issue a simple, general command, such as to fetch a key, stand watch, or stack some books. If you issue no commands, the servant does nothing other than defend itself against hostile creatures. Once given an order, the servant continues to follow that order until its task is complete. When the creature drops to 0 hit points, it reverts to its original form, and any remaining damage carries over to that form.
At higher level: when you empower this spell, you can animate two additional objects for every level above 3rd.
Level 4
Level 4; Casting Time 10 min.; Components V, S; Range L (120 ft.); Duration I
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool. Choose raw materials that you can see within range. You can fabricate an object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than the size of a single 5-foot cube. The quality of objects made by the spell directly correlates to the quality of the raw materials.
Creatures or magical items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor.
Level 4; Casting Time 10 mins.; Components V, S, M; Range L (120 ft.); Duration 24 hours
You make an area within range magically secure. The area is a cube that can be as small as 5 feet to as large as 100 feet on each side. The spell lasts for the duration or until you use an action to dismiss it.
When you cast the spell, you decide what sort of security the spell provides, choosing any or all of the following properties:
– Sound can’t pass through the barrier at the edge of the warded area.
– The barrier of the warded area appears dark and foggy, preventing vision (including darkvision) through it.
– Sensors created by spells can’t appear inside the protected area or pass through the barrier at its perimeter.
– Creatures in the area can’t be targeted by scrying spells or similar magic spells.
– Nothing can teleport into or out of the warded area.
– Planar travel is blocked within the warded area.
Casting this spell on the same spot every day for a year makes this effect permanent.
At higher level: when you empower this spell, you can increase the size of the cube by 100 feet for every level beyond 4th.
Level
Level 5; Casting Time 1 min.; Components V, S, M; Range L (30 ft.); Duration special
You pull wisps of shadow material from the forgotten parts of the multiplanes to create a nonliving object of vegetable matter within range: soft goods, rope, wood, or something similar. You can also use this spell to create mineral objects such as stone, crystal, or metal. The object created must be no larger than a 5-foot cube, and the object must be of a form and material that you have seen before.
The duration depends on the object’s material. If the object is composed of multiple materials, use the shortest duration.
Material | Vegetable matter | Stone/crystal | Precious metals | Gems | Pure igsan |
Duration | 1 day | 12 hours | 1 hour | 10 minutes | 1 minute |