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Thunderwave Cañon Arcano Cañon Arcano Arpegiando la voluntad

1 action Self (15-foot cube)

V, S Instantaneous

A wave of thunderous force sweeps out from Using woodcarver's tools or smith's tools, take an action to Flamethrower The cannon exhales fire in an adjacent 15-foot Beginning at 3rd level, you gain the
magically create an eldritch cannon in an unoccupied space cone that you designate. Each creature in that area must
you. Each creature in a 15-foot cube on a horizontal surface within 5 feet of you. You can't do so make a Dexterity saving throw against your spell save DC, ability to use your Bardic Inspiration to
originating from you must make a Constitution again until you finish a long rest or until you expend a spell taking 2d8 fire damage on a failed save or half as much pluck at the tethers of life within a
saving throw. On a failed save, a creature slot to create one. You can have only one cannon at a time damage on a successful one. The fire ignites any flammable
and can't create one while your cannon is present. objects in the area that aren't being worn or carried. creature. A creature with one of your
takes 2d8 thunder damage and is pushed 10
feet away from you. On a successful save, the The cannon is a magical object. Has an AC of 18 and hit Force Ballista Make a ranged spell attack, originating from the
Bardic Inspiration dice can expend it
creature takes half as much damage and isn’ points equal to five times your artificer level. It is immune to cannon, at one creature or object within 120 feet of it. On a when dealing damage with a weapon
poison and psychic damage. Saving Throws +0. If the hit, the target takes 2d8 force damage, and if the target is a attack, dealing additional necrotic
t pushed. mending spell is cast on it, it regains 2d6 hit points. It creature, it is pushed up to 5 feet away from the cannon.
disappears if it is reduced to 0 hit points or after 1 hour. You damage equal to the die result.
can dismiss it early as an action. Protector The cannon emits a burst of positive energy that Additionally, when a living creature that
In addition, unsecured objects that are grants itself and each creature of your choice within 10 feet of
completely within the area of effect are You decide which type it is, choosing from the options on the it a number of temporary hit points equal to 1d8 + your has your Bardic Inspiration die is
automatically pushed 10 feet away from you Eldritch Cannons table. On each of your turns, you can take a Intelligence modifier (minimum of +1). reduced to 0 hit points, it can expend
bonus action to cause the cannon to activate if you are within
by the spell’s effect, and the spell emits a 60 feet of it. As part of the same bonus action, you can direct that die as a reaction to be reduced to 1
thunderous boom audible out to 300 feet. the cannon to walk or climb up to 15 feet to an unoccupied hit point instead.
space.

1st-level evocation

Mirada de Sangre Mal Aguero Requiem Uncir a los Muertos

Bonus action 60ft 1 action 60 feet 1 action Touch

1 min V, S Instantaneous VS Instantaneous

When you choose this archetype at 3rd level, you gain the Misfortunes. You learn two misfortunes of your choice, which
ability to place a minor curse on others with a glance. As a are detailed under "Misfortunes" below. You learn an You point at one creature you You touch a living creature
bonus action on your turn, choose a creature you can see additional misfortune of your choice at 9th, 13th, and 17th
within 60 feet. The chosen creature must succeed on a level. Each time you finish a long rest, you can replace one can see within range, and the that has 0 hit points. The
Charisma saving throw against your misfortune save DC or misfortune you know with a different one.
be marked by your evil eye. While a creature is marked by sound of a dolorous bell fills creature becomes stable. This
your evil eye, you can use your Sneak Attack against the Jinx Points. You have four jinx points. When you spend a jinx
creature even if you don't have advantage on the roll, but not point, it is no longer available to you until you regain it. You the air around it for a moment. spell has no effect on undead
if you have disadvantage on it. regain all spent jinx points when you finish a short or long
The creature remains marked by your evil eye for 1 minute or rest. You gain two additional jinx points at 13th level. The target must succeed on a or constructs.
until you mark a different creature with your evil eye,
whichever comes first. Saving Throws. Your evil eye, and some of your misfortunes, Wisdom saving throw or take
require your target to make a saving throw to resist their
effects. The saving throw DC is calculated as follows: 1d8 necrotic damage. If the
Misfortune save DC = 8 + your proficiency bonus + your
Charisma modifier target is missing any of its hit
points, it instead takes 1d12
necrotic damage.

Necromancy cantrip cantrip necromancy

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