DND Artificer Spells 5e List [All Levels + Table]
About Artificer Spells:
Artificer spells character class is introduced for playtesting and explore your imagination. Artificer spells enables you to unlock the magic in every object and they are supreme inventors. They notice magic as a complex system that is waiting to be controlled and decoded. They use tools to channel the temporary crafting, arcane power, and long-lasting magical objects.
The artificers take the edge of civilization which hopes of making the next great discovery in arcane research. By creating this character, you can give the magic to multiple objects and you can touch any object, a single object can bear only one of the properties at a time.
Artificer Spells – Hit Points:
ARTIFICER SPELLS LIST
DND 5E artificer SPELLS LIST - EXPLANATION
Acid Splash Artificer spells enables you to hurtle a small orb made of acid at your target. To cast this spell you need to select a creature or select two creatures (within 5 feet from each other) within range. You need to succeed on the Dexterity saving throw or have to take 1d6 acid damage. The damage rate will increase by 1d6 when you reach the 5th level (2d6), 11th level (3d6), and 17th level (4d6).
By using create bonfire artificer spell you can create a bonfire on the ground which you can see within range. Until the duration ends, the magic bonfire fills a 5ft cube. An artificer spell creature makes the saving throw when it moves into the bonfire’s space.
In this artificer spell, you can make a massive torch-sized light within its specified range. It looks similar to the torch, the lantern that hovers in the wind for 1 minute. Even, you can merge the 4 lights into one mid-sized luminous form. Moreover, you can make use of these lights, but each will cast very dim or dark light within a 10-foot radius.
You hurtle a speck of fire at a creature you target within the range. Fire Bolt artificer spells enables you to make a spell attack against the ranged target. It creates an impact of 1d10 fire damage. When you hit a flammable object with this spell, it gets ignited if it isn’t being worn or carried. The impact will increase with the increase in stages.
The Frostbite Artificer spells cause freezing frost to one creature which you can see within the 60 feet range. This artificer spell target makes a CON saving throw. When the target is failed to save, it takes 1d6 cold damage and it has an effect on the next weapon.
Your range for this artificer spell is, you can touch one willing creature. Before the guidance artificer spell ends, just target the dice d4 and add the number which is rolled to one ability & check its choice. This spell can roll the die before or after making the ability check, then the spell ends.
Touch the object which is no longer than 10 feet in any dimension. Until the duration ends, the object will shed bright light in a 20ft radius and also shed dim light for an additional 20ft. This artificer spells action ends when you dismiss it or cast it again. If you are decided to target an object which is worn by the combative creature, then the creature must succeed on a DEX Save which helps to avoid the damage spell.
In this artificer spell, the floating and spectral hand appears at a point within the range and it lasts until the duration ends. You can use the hand to manipulate the object, unlock your container or door and you can retrieve an item from an open container.
By using a magic stone artificer spells, you can touch three pebbles and you can imbue them with magic. When you are attacking with these pebbles, it will act like sling bullets and will strike with great force when thrown or slung.
Mending artificer spell repairs all the magic items and constructs the objects such as broken keys, broken chain links, leaking wineskin, and torn cloak. But this spell can restore the magic item but it will help to repair it.
Point your finger towards a creature within the specified range and whisper a message. Your target will hear your message and reply in a husky voice that only you can hear. In case, if you are acquainted with your goal, you can cast this artificer spells via solid objects. This spell doesn’t require to follow a straight line, can travel peacefully around every corner or through openings.
The poison spray artificer spell can extend your hand towards a creature that you can see within range and it projects a puff of noxious gas from your palm. This artificer spells creature must succeed on a CON saving throw or it takes 1d12 poison damage.
Prestidigitation artificer spells enables you to perform magical effects for one hour. These magical effects are minor and it has severe limitations. And it does not have any power to duplicate other spell effects.
Ray of Frost
As of its name, casting this spell will create a beam of blue-white ice streaks towards the creature you pointing within range. Using this artificer spell can hit 1d8 cold damage which speed is reduced by 10ft until the start of your next turn.
Your range for this spell is, you can touch one willing creature. Before the spell ends, just target the dice d4 and add the number which is rolled to one ability & check its choice. This spell can roll the die before or after making the ability check, then the spell ends.
By casting a shocking grasp artificer spells, the lightning springs appear on your hand which delivers a shock to a creature. You can make a melee spell which attacks against the target and if you have an advantage on the attack roll then the target is wearing armor made of metal.
Spare the Dying
It has no effect or constructs. This spell creature becomes stable and also touch a living creature which has 0 hit points.
This artificer spell helps to create a long, vine-like whip covered thorns that lash out at your command towards a creature in range. If the attack hits, then the creature takes 1d6 damage and if the creature is larger or smaller than you can pull the creature up to 10 feet closer to you.
By using the thunderclap artificer spell, you can create a burst of thunderous sound that can be heard 100 feet away. When the target is failed to save, then the creature takes 1d6 thunder damage.
The absorb elements artificer spells helps you to capture some of the energy which lessening effect on you and storing it for your next melee attack. You have the resistance to trigger the damage until the start of your next turn.
You can set an alarm against unwanted intrusion and you can choose a window, door or any other place which you can see within range. Until the artificer spells duration ends, the alarm alerts you whenever tiny or larger creature touches or enters your area.
With this artificer spell, you can transform the arcane energy into a simple weapon and select any one harm type from fire, acid, poison, cold, lightning, and thunder. Further, till the spell terminates, you can deal with an additional 1d6 harm or damage of the selected type to hit your target.
Select one creature that weighs 1 to 5 pounds. This creature will fly in the straight line up to 90ft in the path or direction you choose before falling in the field. If the creature or object strikes the field, then it should make a Dexterity saving hurl. If it fails to save, the creature will hit the opponent and stops moving further.
From the cure wounds artificer spell, the creature you touch will regain a lot of hit points which is equal to 1d8+ with your spellcasting ability modifier. If it is used on an undead creature, instead it takes 3d10 radiant damage. This artificer spell has no effect or constructs.
If you can sense the magic in this way, then you can use your action to see a faint aura that is surrounded by any visible creature or object in the area that bears magic. This artificer spell can penetrate most barriers when it is blocked by 1 inch of metal, 3 feet of wood or dirt, 1 foot stone and thin sheets of lead.
By casting disguise self artificer spells, you can choose your own clothing, own armor, own weapons and more equipment of yours. But you are not able to change your body size, it remains the same.
This expeditious retreat artificer spells allows you to move at an incredible pace. When you cast this spell the bonus action on each of your turns will take the dash action.
According to your choice and time of casting, the faerie fire artificer spells can be green, blue or violet. Until the duration ends, the objects and affected creatures shed dim light in a 10-foot radius. And it does not cause any harm to the objects or creatures.
You can tackle the unlife and it will grant yourself for limited ability to avoid death. By casting false life artificer spell, you can strengthen yourself with a duplicate necromantic spell of life, until the duration ends, you can gain 1d4 + 4 hit points.
In this artificer spell, opt any five falling objects within its range. Till the end of this spell, the object’s falling rate will be lowered to 60ft per turn. If the falling creature lands the ground before the spell ends, it takes no falling harm and can land on its feet, spell ends for that falling creature.
Casting this artificer spell will create a greasy layer on the ground that covers 10-foot centered on a point within range and transforms into difficult terrain for the duration. The enemy creature standing within the greasy area has to succeed on a Dexterity saving throw or fall prone.
Opt an object and trace the casting of the spell. If it is a magic term, you can learn how the object can be used and what are its properties. Further, you can check whether any spells are impacting your creature and what they are.
You can touch any creature until the spell ends the creature will jump triple the distance than the normal. This artificer spell duration is one minute.
When you can touch any creature, the target speed increases by 10 feet until the spell ends. This artificer spell duration is one hour.
This spell doesn't protect the warded creature from effects such as fireball explosion. When the warded creature makes a cast or attacks a spell that affects an enemy creature, then this spell ends.
You can choose up to three creatures within range and each target hit maximum point and it hit current points which increase by 5 until the duration ends.
When you cast alter self artificer spells, you can assume any form of the creature as humanoid type. You can assume the abilities like darkvision up to 60 feet, scent, low-light vision and swim up to 30 feet.
As of the name, this artificer spells helps you to lock the closed door, window, gate, chest or another path entryway for a certain duration. Only you and the creatures you designate when you cast this spell alone can open the objects normally. There is also a password setting option, that spoken within 5 feet of the object, suppresses the effect of spell for 1 minute. But when the spell is in effect, the object will be unbreakable, the DC to break it or pick any locks on it increases by 10.
This artificer spell makes your body shifting, blurred, and wavering to all who can see you. Until the duration ends, you can attack any creature which rolls against you.
Continual Flame artificer spells, aflame with equivalent brightness to a torch, that springs forth from an object that you touch. Though it looks like a regular flame, it doesn’t create heat not use any oxygen. One can cover or hide the continual flame but it cannot be smothered or quenched.
By this artificer spell, you can touch any willing creature to allow the ability to see in the dark. This spell helps to see in total darkness within 60 feet range.
You can touch a creature in a magical enhancement. Choose one of the following effects and your target will gain effect until the artificer spells ends.
- Bear’s Endurance has an advantage in Constitution checks. It also gains 2d6 temporary hit points and it will lose when the spell ends.
- Bull’s Strength has an advantage on strength checks.
- Cat’s Grace has an advantage on Dexterity checks and also it doesn’t take damage from falling 20ft.
- Eagle’s Splendor has an advantage on Charisma checks.
- Fox’s Cunning has an advantage on Intelligence checks.
- Owl’s Wisdom has an advantage in Wisdom checks.
By casting this artificer spell, you can cause a creature or an object which you can see within range to grow larger or smaller until the duration ends. You can choose either an object or a creature that is neither worn nor carried. When the target is on an unwilling creature then it can make a CON saving throw.
This artificer spell helps to choose a manufactured metal object such as a metal weapon or medium metal armor which you can see within range. You can cause the object to glow red-hot and when you cast the heat metal artificer spell any creature in physical contact with the object takes 2d8 fire damage.
A creature or object you touch becomes invisible until the duration ends. The target which you wear or carry is invisible as long as it is on the target’s person.
You can touch a creature that is affected by any disease. The condition can be, the creature should be blind, deaf, paralyzed or poisoned.
By casting artificer spell, you can choose one creature or object based on your choice which you can see within range and it rises vertically, up to 20ft and until the duration ends it remains suspended. This spell alleviates weighs up to 500 pounds and it succeeds CON saving throw.
This artificer spell saturates the chosen creature with an enthralled mouth that abruptly appears and whisper its message when the specified event occurs. Eventually, determine the circumstance that will initiate the artificer spell to render your message. When this happens, a magical mouth will appear on the creature and sends you the message similar to your voice and sound.
By using a magic weapon artificer spell, you can touch any non-magical weapon. Until the duration ends, the weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.
Protection from Poison
You can touch a creature even if it is poisoned because you have the ability to neutralize the poison. Until the duration ends, you can save the throws against being poisonous.
Select an area of flame that fits your range. With this artificer spell, eliminate the fire in that area, and create fireworks or smoke.
1. Firework - Your target that detonates with impressive display colors. Each creature that is within the range can succeed on a constitution saving hurls until your next turn.
2. Smoke - A Thick black smoke propagates out from your target in the specified radius, moves around each corner.
When you touch a rope with length 60 feet long, one end of the rope the flies in the air until it hangs perpendicular to the ground. The upper end of the rope acts as a portal to an extra-dimensional space that lasts until the spell ends. Attacks and spells cannot pass through the entrance in or out of the space. And anything inside the extra-dimensional space drops out when the artificer spells ends.
By casting this artificer spell, you see the invisible creatures and objects within the ethereal plane. It makes the creatures and objects appear like ghostly and transparent.
By skywrite artificer spells, you can cause up to ten words and those words appears like it is made up of cloud and remains in place until the spell duration ends. If the strong winds disperse the clouds and then the spell ends early.
Until this artificer spells ends, from one willing creature you will gain the ability to move down, up and across vertical surfaces. You will also gain climbing speed which is equal to its walking speed.
By casting this artificer spell, you can hear and see the plane where it originated from and this spell cast in shades of grey which you can’t see anything more than 60 feet away. Also, you will be get affected by other creatures on the Ethereal Plane.
With the help of this artificer spell, you can create one creature, magical effect or object within 120ft range. The spells end when the duration gets over.
Elemental Weapon is a non-magical weapon that will become a magical weapon when you touch it. The harm types of this artificer spell are cold, lightning, acid, fire, and thunder. You can choose any one of these harm to attack your target.
The flame arrows artificer spell allows you to turn crossbow bolts, arrows and sling stones into fire projectiles. This flaming missile can easily fire a flammable object but when it strikes, it won't fire a creature.
You can touch any willing creature which gains a flying speed of 60ft until the duration ends. The fly artificer spells duration expires when the target falls or still upwards.
By gaseous form artificer spells, you can transform any willing creature into a misty cloud that you can touch along with everything. This artificer spell ends when the creature drops to 0 hit points.
Glyph of Warding
This powerful glyph artificer spells harms those pass or enters the warded object or area and also it can trap a box, guard a bridge of passage, ward a portal and so on.
By casting haste artificer spells, you can choose a willing creature that you can see within range. Until the spell duration ends, then the target’s speed is doubled and it gains a +2 bonus to AC. It has an advantage on DEX saving throws and it gains an additional action on each effect.
Protection from Energy
It is a temporary immunity artificer spells and if any creature makes damage to you, then this artificer spell will guard you. You will protect from lightning, acid, thunder, cold or fire. Deciding the creature’s appearance is up to you, but it will be equipped with either one of these weapons saddles, bit and bridle.
If you touch a creature which has died in the last minute, then that creature returns to life with 1 hit point. This spell can’t give life a creature that has died a long time ago.
This artificer spell grants up to ten willing creatures what you can see within range and it gives the ability to breathe underwater until the spell duration ends. The affected creatures also retain their regular mode of respiration.
This artificer spell gives the ability to move across any liquid surface–such as acid, water, snow, mud, quicksand and lava–as if it were harmless solid ground.
On casting this artificer spells, it will hover an invisible mythical eye for a certain duration. The mythical eye has both normal and dark vision within a range of 30 feet, that offers you visual information. And it can look in all directions.
Choose any one of the creatures that you can see within range and choose one of the damage effects like acid, cold, thunder, fire, lightning, acid or cold. When the target succeeds on a CON saving throw or it is affected by the spell until the duration ends.
This Fabricate artificer spells will help one to convert raw material into a product of the same material. It cannot create magic items or items that require a high degree of craftsmanship, like jewelry, weapons, glass, armor, perhaps you have proficiency with the type of artisan’s tools.
Freedom of Movement
This artificer spell helps you or any creature to move and attack normally even under the paralysis, solid fog and web. And it allows moving normally in underwater even it is slashing with weapons like swords and axes.
Leomund’s Secret Chest
On casting this artificer spell, the caster hides a chest on the Ethereal Plane, safe and secure for a maximum of 60 days. The chest can be retrieved by the caster at any point during the 60 days. To cast this spell, the chest needed to fulfill some requirements like specific dimensions and materials.
Mordenkainen’s Faithful Hound
Casting this artificer spell, you will conjure a phantom watchdog in an unoccupied space within range. The hound will be invisible to all creatures except you and cannot be harmed by any creature. Through the hound, you can see invisible creatures and also see into the Ethereal Plane.
Mordenkainen’s Private Sanctum
Mordenkainen’s Private Sanctum artificer spell is all about creating a secure area within the range. You can customize what sort of security should be provided by the spell. You can choose any or all the following are the properties of this spell:
- Sound can’t pass through the shield.
- Dark and foggy thereby preventing vision.
- Protect you from sensors.
- The divination spells can’t target the creatures inside the barrier.
- Teleport is not possible in and out of the warded area.
- No planar travel inside the warded area.
Otiluke’s Resilient Sphere
This artificer spell helps to create a shimmering force shield that encloses a creature or object. The unwilling creature has to make a Dexterity saving throw. If it fails to save, then the creature will be enclosed for the duration. Nothing can pass through the barrier but it allows the creature to breathe inside.
Using stone shape artificer spells, you can form stone into any shape that suits your purpose. There is a 30% chance that you can make any shape including moving parts which doesn’t work.
By using stoneskin artificer spells, if you are touching any creature then its flesh of a willing creature turn as hard as stone. Until the stoneskin artificer spells ends, the target has resistance to non-magical hammer, knife, and severe damage.
By using a vitriolic sphere artificers spell, you will point at a place within the range and 1-foot ball of emerald acid streaks and it explodes in a 20-foot radius. Each creature in that area must make a DEX saving throw.
Animate objects is a command artificer spells. You can choose any non-magical objects within 120ft range which are not being carried. For average targets, you can select two objects, for large targets you can select four objects, for huge targets you can select eight objects. Until the duration ends, all the target animates and it becomes a creature, also it hit points will reduce into 0 points.
Pull a tuft of shadow material to innovate non-living objects like soft goods, wood, or rope. You can make use of this artificer spells to create creatures or objects like stone, metal, or crystal. The created object should not be larger than a 5ft cube.
By casting this artificer spells, You can inform a creature with positive energy to undo the weak effect surrounded by you. You can reduce the target's difficulty level by one, or send one of the negative effects on the target.
By choosing transmute rock artificer spells, you can transform stone to mud or mud to stone. You should choose an area of stone or mud which fits within a 40-foot cube and that is within range. When you transform a rock into mud then creatures will sink in non-magical mud, it is one of the best artificer spells to attack enemies.
Wall of Stone
The artificer spells the non-magical wall of solid stone springs into existence at a point within range. Each panel must be contiguous with at least one other panel. You can create 10ft/20ft panels that are only 3 inches thick.
The above artificer spells list shows you how many spells are there and you have to cast your spells from 1st level to 5th level. From the above table, you have studied how the artificer spells magic works and how to use it through the objects.
This artificer spells has an interesting multiple classing rules. When comparing to other classes, Artificer is complicated. I would not recommend this spell class for new players or for the players who suffer from analysis paralysis.