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Linas Tinket

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7 views10 pages

Linas Tinket

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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Artificer [Artillerist] Guild Artisan

CLASS & LEVEL BACKGROUND PLAYER NAME


Linas Tinket (20)
Gnome/Rock Gnome Neutral
CHARACTER NAME RACE ALIGNMENT EXPERIENCE POINTS

24 shield 20 Plate +2AC turret


INSPIRATION
STRENGTH
18 +3 25
+5 +6 PROFICIENCY BONUS
ARMOR
CLASS INITIATIVE SPEED

21 PERSONALITY TRAITS

Hit Point Maximum 198


+5 Strength
DEXTERITY
+3 Dexterity

+3 +10 Constitution 198


CURRENT HIT POINTS IDEALS
+11 Intelligence
16 +10 Wisdom +6 all
+1 Charisma
CONSTITUTION SAVING THROWS
TEMPORARY HIT POINTS BONDS

+4 +3 Acrobatics (Dex) SUCCESSES


19 +4 Animal Handling (Wis)
20x
FAILURES

+11 Arcana (Int)


(1d8+4)
HIT DICE DEATH SAVES FLAWS
INTELLIGENCE +5 Athletics (Str)

+5 +1 Deception (Cha)
+11 History (Int)
NAME ATK BONUS DAMAGE/TYPE
Amulet Of Health
Crossbow, light +9 1d8+3 piercing Belt Of Hill Giant Strength
20 +10 Insight (Wis)
Mithral Armor, Plate
Force balista +11 3d8 Force+5ft push
Staff of power
+1 Intimidation (Cha)
WISDOM +5 Investigation (Int) 3d8 Fire 15ftcone,
+4 Medicine (Wis) Flamethrower DC 21 Dex
save half

+4 +5 Nature (Int) Number of Attacks: 1


+4 Perception (Wis)
18
+1 Performance (Cha)
+7 Persuasion (Cha)
CHARISMA
+5 Religion (Int)
+1 +3 Sleight of Hand (Dex)
+3 Stealth (Dex)
12 +4 Survival (Wis)

SKILLS ATTACKS & SPELLCASTING

14 PASSIVE WISDOM (PERCEPTION)


CP

SP
Tool Proficiencies: Alchemist's Supplies;
Thieves' Tools; Tinker's Tools; Woodcarver's
Tools
EP

Weapon Proficiencies: Simple


GP
Armor Proficiencies: Heavy; Light; Medium;
Shields
PP
Language Proficiencies: Common; Gnomish;
Undercommon

OTHER PROFICIENCIES & LANGUAGES TREASURE EQUIPMENT

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
AGE HEIGHT WEIGHT
Linas Tinket
CHARACTER NAME EYES SKIN HAIR

NAME

SYMBOL

CHARACTER APPEARANCE ALLIES & ORGANIZATIONS

TREASURE CHARACTER BACKSTORY

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
Artificer Intelligence 19 +11
SPELLCASTING SPELL SAVE DC SPELL ATTACK
SPELLCASTING ABILITY BONUS
CLASS

0 CANTRIPS 3 3 6
Create Bonfire Dispel Magic
Light Fireball
Mending Fly
Prestidigitation Haste

Revivify

Wind Wall

SPELL
LEVEL
SLOTS TOTAL SLOTS EXPENDED

1 4 7
EPAR
SPELL NAME
ED
PR

Absorb Elements

Cure Wounds
4 3
Feather Fall

Identify Ice Storm


SPELLS KNOWN

Shield Wall of Fire

Thunderwave

2 3
Aid

Heat Metal

Scorching Ray

Shatter
5 2
Cone of Cold
9
Creation

Wall of Force

TM & © 2014 Wizards of the Coast LLC. Permission is granted to photocopy this document for personal use.
FEATURES & TRAITS

Darkvision: 60 ft.

-----------Other Traits------------
Arcane Firearm. At 5th level, you know how to turn a wand, staff, or rod into an arcane firearm, a conduit for your destructive spells. When you finish a long rest,
you can use woodcarver's tools to carve special sigils into a wand, staff, or rod and thereby turn it into your arcane firearm. The sigils disappear from the object if
you later carve them on a different item. The sigils otherwise last indefinitely.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a
bonus to one of the spell's damage rolls equal to the number rolled.

Artificer's Lore. Add 2X prof bonus on magical, alchemical, or technological item-related history checks.

Artillerist Spells. Starting at 3rd level, you always have certain spells prepared after you reach particular levels in this class, as shown in the Artillerist Spells
table. These spells count as artificer spells for you, but they don't count against the number of artificer spells you prepare.

Eldritch Cannon. At 3rd level, you learn how to create a magical cannon. Using woodcarver's tools or smith's tools, you can take an action to magically create a
Small or Tiny eldritch cannon in an unoccupied space on a horizontal surface within 5 feet of you. A Small eldritch cannon occupies its space, and a Tiny one
can be held in one hand.
Once you create a cannon, you can't do so again until you finish a long rest or until you expend a spell slot of 1st level or higher. You can have only one
cannon at a time and can't create one while your cannon is present.
The cannon is a magical object. Regardless of size, the cannon has an AC of 18 and a number of hit points equal to five times your artificer level. It is immune
to poison damage, psychic damage, and all conditions. If it is forced to make an ability check or a saving throw, treat all its ability scores as 10 (+0). If the
mending spell is cast on it, it regains 2d6 hit points. It disappears if it is reduced to 0 hit points or after 1 hour. You can dismiss it early as an action.
When you create the cannon, you determine its appearance and whether it has legs. You also decide which type it is, choosing from the options on the Eldritch
Cannons table. On each of your turns, you can take a bonus action to cause the cannon to activate if you are within 60 feet of it. As part of the same bonus
action, you can direct the cannon to walk or climb up to 15 feet to an unoccupied space, provided it has legs.

ELDRITCH CANNONS
Flamethrower. The cannon exhales fire in an adjacent 15-foot cone that you designate. Each creature in that area must make a Dexterity saving throw against
your spell save DC, taking 2d8 fire damage on a failed save or half as much damage on a successful one. The fire ignites any flammable objects in the area that
aren't being worn or carried.
Force Ballista. Make a ranged spell attack, originating from the cannon, at one creature or object within 120 feet of it. On a hit, the target takes 2d8 force
damage, and if the target is a creature, it is pushed up to 5 feet away from the cannon.
Protector. The cannon emits a burst of positive energy that grants itself and each creature of your choice within 10 feet of it a number of temporary hit points
equal to ld8 + your Intelligence modifier (minimum of +l).

Elemental Adept. When you gain this feat, choose one of the following damage types: acid, cold, fire, lightning, or thunder.

Spells you cast ignore resistance to damage of the chosen type. In addition, when you roll damage for a spell you cast that deals damage of that type, you can
treat any 1 on a damage die as a 2.

You can select this feat multiple times. Each time you do so, you must choose a different damage type.

Equipment. You possess a letter of introduction from your guild. Enter this manually as a custom item.

Explosive Cannon. Starting at 9th level, every eldritch cannon you create is more destructive:
• The cannon's damage rolls all increase by ld8.
• As an action, you can command the cannon to detonate if you are within 60 feet of it. Doing so destroys the cannon and forces each creature within 20 feet of
it to make a Dexterity saving throw against your spell save DC, taking 3d8 force damage on a failed save or half as much damage on a successful one.

Flash of Genius. Starting at 7th level, you gain the ability to come up with solutions under pressure. When you or another creature you can see within 30 feet of
you makes an ability check or a saving throw, you can use your reaction to add your Intelligence modifier to the roll.
You can use this feature a number of times equal to your Intelligence modifier (minimum of once). You regain all expended uses when you finish a long rest.

Fortified Position. Starting at 15th level, you're a master at forming well-defended emplacements using Eldritch Cannon:
• You and your allies have half cover while within 10 feet of a cannon you create with Eldritch Cannon, as a result of a shimmering field of magical protection
that the cannon emits.
• You can now have two cannons at the same time. You can create two with the same action (but not the same spell slot), and you can activate both of them
with the same bonus action. You determine whether the cannons are identical to each other or different. You can't create a third cannon while you have two.

Gnome Cunning. Advantage on INT, WIS, and CHA saves against magic.

Guild Membership. As an established and respected member of a guild, you can rely on certain benefits that membership provides, Your fellow guild members
will provide you with lodging and food if necessary, and pay for your funeral if needed. In some cities and towns, a guildhall offers a central place to meet other
members of your profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If you are accused of a crime, your guild will support you if a good case can be made for your innocence or the
crime is justifiable. You can also gain access to powerful political figures through the guild, if you are a member in good standing. Such connections might
require the donation of money or magic items to the guild's coffers. You must pay dues of 5 gp per month to the guild. If you miss payments, you must make up
back dues to remain in the guild's good graces. .

Heavily Armored. You have trained to master the use of heavy armor.

Infuse Item. At 2nd level, you gain the ability to imbue mundane items with certain magical infusions. The magic items you create with this feature are effectively
prototypes of permanent items.

INFUSIONS KNOWN
When you gain this feature, pick four artificer infusions to learn, choosing from the "Artificer Infusions" section at the end of the class's description. You learn
additional infusions of your choice when you reach certain levels in this class, as shown in the Infusions Known column of the Artificer table.
Whenever you gain a level in this class, you can replace one of the artificer infusions you learned with a new one.

INFUSING AN ITEM
Whenever you finish a long rest, you can touch a nonmagical object and imbue it with one of your artificer infusions, turning it into a magic item. An infusion
works
Page 1

Create Bonfire Light Mending


Artificer Cantrip Conjuration DC 19 Spell Mod +11 Artificer Cantrip Evocation DC 19 Spell Mod +11 Artificer Cantrip Transmutation DC 19 Spell Mod
+11
1 Act. 60 ft V,S Conc, 1 min 1 Act. Touch V,M 1 hr 1 min Touch V,S,M Inst
A firefly or phosphorescent moss Two lodestones

You create a bonfire on ground that you can You touch one object that is no larger than 10 This spell repairs a single break or tear in an
see within range. Until the spell ends, the feet in any dimension. Until the spell ends, the object you touch, such as a broken chain link,
magic bonfire fills a 5-foot cube. Any creature object sheds bright light in a 20-foot radius two halves of a broken key, a torn cloak, or a
in the bonfire’s space when you cast the spell and dim light for an additional 20 feet. The leaking wineskin. As long as the break or tear
must succeed on a Dexterity saving throw or light can be colored as you like. Completely is no larger than 1 foot in any dimension, you
take 1d8 fire damage. A creature must also covering the object with something opaque mend it, leaving no trace of the former
make the saving throw when it moves into the blocks the light. The spell ends if you cast it damage. This spell can physically repair a
bonfire’s space for the first time on a turn or again or dismiss it as an action. If you target magic item or construct, but the spell can't
ends its turn there. The bonfire ignites an object held or worn by a hostile creature, restore magic to such an object.
flammable objects in its area that aren’t being that creature must succeed on a Dexterity
worn or carried. The spell’s damage increases saving throw to avoid the spell.
by 1d8 when you reach 5th level (2d8), 11th
level (3d8), and 17th level (4d8).

Prestidigitation Absorb Elements Cure Wounds


Artificer Cantrip Transmutation DC 19 Spell Mod Artificer Level 1 Abjuration DC 19 Spell Mod +11 Artificer Level 1 Evocation DC 19 Spell Mod +11
+11
1 Act. 10 ft V,S Up to 1 hr 1 reAct. Self S 1 Rnd 1 Act. Touch V,S Inst

This spell is a minor magical trick that novice The spell captures some of the incoming A creature you touch regains a number of hit
spellcasters use for practice. You create one of energy, lessening its effect on you and storing points equal to 1d8 + your spellcasting ability
the following magical effects within range: • it for your next melee attack. You have modifier. This spell has no effect on undead or
You create an instantaneous, harmless resistance to the triggering damage type until constructs. At Higher Levels. When you cast
sensory effect, such as a shower of sparks, a the start of your next turn. Also, the first time this spell using a spell slot of 2nd level or
puff of wind, faint musical notes, or an odd you hit with a melee attack on your next turn, higher, the healing increases by 1d8 for each
odor. • You instantaneously light or snuff out a the target takes an extra 1d6 damage of the slot level above 1st.
candle, a torch, or a small campfire. • You triggering type, and the spell ends. At Higher
instantaneously clean or soil an object no Levels. When you cast this spell using a spell
larger than 1 cubic foot. • You chill, warm, or slot of 2nd level or higher, the extra damage
flavor up to 1 cubic foot of nonliving material increases by 1d6 for each slot level above 1st.
for 1 hour. • You make a color, a small mark, or
a symbol appear on an object or a surface for 1
hour. • You create a nonmagical trinket or an
illusory image that can fit in your hand and
that lasts until the end of your next turn. If
you cast this spell multiple times, you can
have up to three of its non-instantaneous
effects active at a time, and you can dismiss

Feather Fall Identify (ritual) Shield


Artificer Level 1 Transmutation DC 19 Spell Mod +11 Artificer Level 1 Divination DC 19 Spell Mod +11 Artificer Level 1 Abjuration DC 19 Spell Mod +11
1 reAct. 60 ft V,M 1 min 1 min Touch V,S,M Inst 1 reAct. Self V,S 1 Rnd
A small feather or piece of down A pearl worth at least 100 gp and an owl feather

Choose up to five falling creatures within You choose one object that you must touch An invisible barrier of magical force appears
range. A falling creature's rate of descent throughout the casting of the spell. If it is a and protects you. Until the start of your next
slows to 60 feet per round until the spell ends. magic item or some other magic-imbued turn, you have a +5 bonus to AC, including
If the creature lands before the spell ends, it object, you learn its properties and how to use against the triggering attack, and you take no
takes no falling damage and can land on its them, whether it requires attunement to use, damage from magic missile.
feet, and the spell ends for that creature. and how many charges it has, if any. You learn
whether any spells are affecting the item and
what they are. If the item was created by a
spell, you learn which spell created it. If you
instead touch a creature throughout the
casting, you learn what spells, if any, are
currently affecting it.
Page 1 (reverse)

Prestidigitation (reverse)
such an effect as an action.
Page 2

Thunderwave Aid Heat Metal


Artificer Level 1 Evocation DC 19 Spell Mod +11 Artificer Level 2 Abjuration DC 19 Spell Mod +11 Artificer Level 2 Transmutation DC 19 Spell Mod +11
1 Act. Self V,S Inst 1 Act. 30 ft V,S,M 8 hrs 1 Act. 60 ft V,S,M Conc, 1 min
A tiny strip of white cloth A piece of iron and a flame

A wave of thunderous force sweeps out from Your spell bolsters your allies with toughness Choose a manufactured metal object, such as a
you. Each creature in a 15-foot cube and resolve. Choose up to three creatures metal weapon or a suit of heavy or medium
originating from you must make a within range. Each target's hit point metal armor, that you can see within range.
Constitution saving throw. On a failed save, a maximum and current hit points increase by 5 You cause the object to glow red-hot. Any
creature takes 2d8 thunder damage and is for the duration. At Higher Levels. When you creature in physical contact with the object
pushed 10 feet away from you. On a successful cast this spell using a spell slot of 3rd level or takes 2d8 fire damage when you cast the spell.
save, the creature takes half as much damage higher, a target's hit points increase by an Until the spell ends, you can use a bonus
and isn't pushed. In addition, unsecured additional 5 for each slot level above 2nd. action on each of your subsequent turns to
objects that are completely within the area of cause this damage again. If a creature is
effect are automatically pushed 10 feet away holding or wearing the object and takes the
from you by the spell's effect, and the spell damage from it, the creature must succeed on
emits a thunderous boom audible out to 300 a Constitution saving throw or drop the object
feet. At Higher Levels. When you cast this if it can. If it doesn't drop the object, it has
spell using a spell slot of 2nd level or higher, disadvantage on attack rolls and ability checks
the damage increases by 1d8 for each slot level until the start of your next turn. At Higher
above 1st. Levels. When you cast this spell using a spell
slot of 3rd level or higher, the damage
increases by 1d8 for each slot level above 2nd.

Scorching Ray Shatter Dispel Magic


Artificer Level 2 Evocation DC 19 Spell Mod +11 Artificer Level 2 Evocation DC 19 Spell Mod +11 Artificer Level 3 Abjuration DC 19 Spell Mod +11
1 Act. 120 ft V,S Inst 1 Act. 60 ft V,S,M Inst 1 Act. 120 ft V,S Inst
A chip of mica

You create three rays of fire and hurl them at A sudden loud ringing noise, painfully Choose one creature, object, or magical effect
targets within range. You can hurl them at one intense, erupts from a point of your choice within range. Any spell of 3rd level or lower
target or several. Make a ranged spell attack within range. Each creature in a on the target ends. For each spell of 4th level
for each ray. On a hit, the target takes 2d6 fire 10-foot-radius sphere centered on that point or higher on the target, make an ability check
damage. At Higher Levels. When you cast this must make a Constitution saving throw. A using your spellcasting ability. The DC equals
spell using a spell slot of 3rd level or higher, creature takes 3d8 thunder damage on a failed 10 + the spell's level. On a successful check, the
you create one additional ray for each slot save, or half as much damage on a successful spell ends. At Higher Levels. When you cast
level above 2nd. one. A creature made of inorganic material this spell using a spell slot of 4th level or
such as stone, crystal, or metal has higher, you automatically end the effects of a
disadvantage on this saving throw. A spell on the target if the spell's level is equal to
nonmagical object that isn't being worn or or less than the level of the spell slot you used.
carried also takes the damage if it's in the
spell's area. At Higher Levels. When you cast
this spell using a spell slot of 3rd level or
higher, the damage increases by 1d8 for each
slot level above 2nd.

Fireball Fly Haste


Artificer Level 3 Evocation DC 19 Spell Mod +11 Artificer Level 3 Transmutation DC 19 Spell Mod +11 Artificer Level 3 Transmutation DC 19 Spell Mod +11
1 Act. 150 ft V,S,M Inst 1 Act. Touch V,S,M Conc, 10 mins 1 Act. 30 ft V,S,M Conc, 1 min
A tiny ball of bat guano and sulfur A wing feather from any bird A shaving of licorice root

A bright streak flashes from your pointing You touch a willing creature. The target gains Choose a willing creature that you can see
finger to a point you choose within range and a flying speed of 60 feet for the duration. within range. Until the spell ends, the target's
then blossoms with a low roar into an When the spell ends, the target falls if it is still speed is doubled, it gains a +2 bonus to AC, it
explosion of flame. Each creature in a aloft, unless it can stop the fall. At Higher has advantage on Dexterity saving throws,
20-foot-radius sphere centered on that point Levels. When you cast this spell using a spell and it gains an additional action on each of its
must make a Dexterity saving throw. A target slot of 4th level or higher, you can target one turns. That action can be used only to take the
takes 8d6 fire damage on a failed save, or half additional creature for each slot level above Attack (one weapon attack only), Dash,
as much damage on a successful one. The fire 3rd. Disengage, Hide, or Use an Object action.
spreads around corners. It ignites flammable When the spell ends, the target can't move or
objects in the area that aren't being worn or take actions until after its next turn, as a wave
carried. At Higher Levels. When you cast this of lethargy sweeps over it.
spell using a spell slot of 4th level or higher,
the damage increases by 1d6 for each slot level
above 3rd.
Page 2 (reverse)
Page 3

Revivify Wind Wall Ice Storm


Artificer Level 3 Necromancy DC 19 Spell Mod +11 Artificer Level 3 Evocation DC 19 Spell Mod +11 Artificer Level 4 Evocation DC 19 Spell Mod +11
1 Act. Touch V,S,M Inst 1 Act. 120 ft V,S,M Conc, 1 min 1 Act. 300 ft V,S,M Inst
Diamonds worth 300 gp, which the spell consumes A tiny fan and a feather of exotic origin A pinch of dust and a few drops of water

You touch a creature that has died within the A wall of strong wind rises from the ground at A hail of rock-hard ice pounds to the ground
last minute. That creature returns to life with 1 a point you choose within range. You can in a 20-foot-radius, 40-foot-high cylinder
hit point. This spell can't return to life a make the wall up to 50 feet long, 15 feet high, centered on a point within range. Each
creature that has died of old age, nor can it and 1 foot thick. You can shape the wall in any creature in the cylinder must make a Dexterity
restore any missing body parts. way you choose so long as it makes one saving throw. A creature takes 2d8
continuous path along the ground. The wall bludgeoning damage and 4d6 cold damage on
lasts for the duration. When the wall appears, a failed save, or half as much damage on a
each creature within its area must make a successful one. Hailstones turn the storm's
Strength saving throw. A creature takes 3d8 area of effect into difficult terrain until the end
bludgeoning damage on a failed save, or half of your next turn. At Higher Levels. When you
as much damage on a successful one. The cast this spell using a spell slot of 5th level or
strong wind keeps fog, smoke, and other gases higher, the bludgeoning damage increases by
at bay. Small or smaller flying creatures or 1d8 for each slot level above 4th.
objects can't pass through the wall. Loose,
lightweight materials brought into the wall fly
upward. Arrows, bolts, and other ordinary
projectiles launched at targets behind the wall
are deflected upward and automatically miss.
(Boulders hurled by giants or siege engines,

Wall of Fire Cone of Cold Creation


Artificer Level 4 Evocation DC 19 Spell Mod +11 Artificer Level 5 Evocation DC 19 Spell Mod +11 Artificer Level 5 Illusion DC 19 Spell Mod +11
1 Act. 120 ft V,S,M Conc, 1 min 1 Act. Self V,S,M Inst 1 min 30 ft V,S,M Special
A small piece of phosphorus A small crystal or glass cone A tiny piece of matter of the same type of the item you
plan to create

You create a wall of fire on a solid surface A blast of cold air erupts from your hands. You pull wisps of shadow material from the
within range. You can make the wall up to 60 Each creature in a 60-foot cone must make a Shadowfell to create a nonliving object of
feet long, 20 feet high, and 1 foot thick, or a Constitution saving throw. A creature takes vegetable matter within range: soft goods,
ringed wall up to 20 feet in diameter, 20 feet 8d8 cold damage on a failed save, or half as rope, wood, or something similar. You can also
high, and 1 foot thick. The wall is opaque and much damage on a successful one. A creature use this spell to create mineral objects such as
lasts for the duration. When the wall appears, killed by this spell becomes a frozen statue stone, crystal, or metal. The object created
each creature within its area must make a until it thaws. At Higher Levels. When you must be no larger than a 5- foot cube, and the
Dexterity saving throw. On a failed save, a cast this spell using a spell slot of 6th level or object must be of a form and material that you
creature takes 5d8 fire damage, or half as higher, the damage increases by 1d8 for each have seen before. The duration depends on the
much damage on a successful save. One side of slot level above 5th. object's material. If the object is composed of
the wall, selected by you when you cast this multiple materials, use the shortest duration.
spell, deals 5d8 fire damage to each creature Material Duration Vegetable matter 1 day
that ends its turn within 10 feet of that side or Stone or crystal 12 hours Precious metals 1
inside the wall. A creature takes the same hour Gems 10 minutes Adamantine or mithral
damage when it enters the wall for the first 1 minute Using any material created by this
time on a turn or ends its turn there. The other spell as another spell's material component
side of the wall deals no damage. At Higher causes that spell to fail. At Higher Levels.
Levels. When you cast this spell using a spell When you cast this spell using a spell slot of
slot of 5th level or higher, the damage 6th level or higher, the cube increases by 5 feet

Wall of Force
Artificer Level 5 Evocation DC 19 Spell Mod +11
1 Act. 120 ft V,S,M Conc, 10 mins
A pinch of powder made by crushing a clear gemstone

An invisible wall of force springs into


existence at a point you choose within range.
The wall appears in any orientation you
choose, as a horizontal or vertical barrier or at
an angle. It can be free floating or resting on a
solid surface. You can form it into a
hemispherical dome or a sphere with a radius
of up to 10 feet, or you can shape a flat surface
made up of ten 10-foot-by-10-foot panels.
Each panel must be contiguous with another
panel. In any form, the wall is 1/4 inch thick. It
lasts for the duration. If the wall cuts through
a creature's space when it appears, the
creature is pushed to one side of the wall (your
choice which side). Nothing can physically
pass through the wall. It is immune to all
damage and can't be dispelled by dispel magic.
A disintegrate spell destroys the wall
instantly, however. The wall also extends into
Page 3 (reverse)

Wind Wall (reverse)


and similar projectiles, are unaffected.)
Creatures in gaseous form can't pass through
it.

Creation (reverse) Wall of Fire (reverse)


for each slot level above 5th. increases by 1d8 for each slot level above 4th.

Wall of Force (reverse)


the Ethereal Plane, blocking ethereal travel
through the wall.

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