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X-Ray Gum

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • duration1 Minute

This glass vial contains a red fluid with violet light, and tastes of cherry and lemon.

If consumed as a potion, you can see into and through solid matter for up to 1 minute, at which point the gum loses its flavor. This vision has a radius equal to your Passive Perception. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. Thicker substances block the vision, as does a thin sheet of lead.

Alternatively, as an action you may smear this potion onto a solid surface, allowing creatures to see through a 6 inch diameter circle on the surface it is stuck to as if they are under the effect of this gum. This transparency is one-way and cannot be seen on the other side.

The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. It does not reveal anything that is invisible, or on a different plane of existence.

2500gp Potion

Executioner's Honey

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • durationUntil Dispelled

This glass vial contians an odorless, colorless, oil with no taste or smell.

This poison discretely degrades a creature's soul. At the moment of their death, their soul is lost to the ether forever, and they cannot be resurrected in any way. This poison has no save, and shows no other symptoms, and can only be detected via magical means.

This poison may be removed via any magical ability that removes poisons.

This poison has no effect on the Undead, as those who are dead cannot die.

2500gp Potion

Liquid Rope

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • duration1 Minute

This tall vial contains a red dust with black stripes, and smells of innocence.

This potion may be applied to any object, surface, weapon, or 1d4 tiny objects or ammuntion, adding 150ft of magical, unbreakable rope to one end of it.

If attached to a ranged or thrown weapon that deals Piercing damage, the attack grapples a creature on-hit. The Escape DC for this grapple is equal to the attack roll.

On-hit, the attacker is holding the other end of the rope with a free hand. The rope may be handed to another creature as a Bonus Action or tied to another object within 5ft as an action. Creatures Grappled in this way may still move, but cannot ever move further away from the other end of the rope.
If they are hit by a second similar attack, they are restrained. Creatures grappling a creature in this way may still move at half speed, dragging the victim along with them.

The magical rope dissolves after 1 minute.

2500gp Potion

Cootie Juice

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • durationInstant

This tall vial contains a orange juice with gold sparkles, and smells of pizza and blackberry.

Once opened, all creatures that consume this potion (or have it applied to them) within 1 Minute become mystically bonded. All bonded creatures share an HP pool until this bond is dispelled when the HP pool drops to 0hp. Bonded creatures gain nor lose no other defenses or resistances, and existing or future conditions, diseases, poisons, and spells do not transfer through the bond. Healing spells add to the pool as normal. All creatures within this bond feel all damage taken by the others, and those concentrating on spells need to make CON saves as if they had taken the damage themselves.

Unwilling creatures may make a DC 15 CON save, becoming immune to this effect on success.

A creature may be separated from the bond with a Remove Curse spell, in which case, they roll half their Hit Die (adding CON per normal), removing the total from the remaining pool, and adding it to their own current HP.

2500gp Poison

Bedtime for Bonzo

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • duration1 hour

This glass vial contains a orange fluid with silver ribbons, and tastes of vanilla ice cream and fresh grass.

When applied to a weapon, the weapons next hit deals no damage. Instead, roll the damage normally, applying any relevant bonuses, then doubling the total. If the total is greater than the target's current HP, the target is Poisoned.

When administered orally or topically, the user must make a DC 15 CON save or become Poisoned.

Victims are poisoned for 1 hour, and while poisoned in this way, they are put into a deep magical slumber, and magically warded against harm. Any creature who targets the poisoned creature with an attack or harmful spell must first make a DC 15 WIS Save or be forced to choose a new target, lose the attack or fail the spell.

This effect would also stop a creature from knowingly putting the poisoned creature in danger from area effects such as the explosion of a fireball.

2500gp Poison

Holy Water

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • duration10 Minutes

This round vial contains a orange fluid with indigo gel, and tastes of vomit.

When consumed, the user makes a Religion check as they breifliy commune with the diety that cares about them the most, gaining a bonus or penalty to all their attacks and saves

- 5 or less and they subtract 1d6.

- 5-10 they subtract 1d4.
- 10-15, nothing happens.
- 15-20, they gain 1d4.
- 20-25, they gain 1d6.
- 25+, they gain 1d12.

These effects last for the next 10 minutes or until a Remove Curse or Dispel Magic alleviates the condition.

2500gp Potion

The Pacifier

  • casting time1 Action
  • rangeWithin 5ft.

  • components
  • durationInstant

This tall vial contains a orange dust with blue gems, and smells of phlegm.

When consumed, an overwhelming sense of peace and desire to end all bloodshed in the world washes over the creature.

Until it completes a long rest, the afflicted creature must make a DC 15 WIS Save before knowingly hurting any sentient creature. On failure, the action is wasted and they apologize.

Additionally, 15 times before the end of their long rest, the afflicted may rebuke those who use violence. Immediately after an attacker within 30 feet of them deals damage with an attack, they can use their reaction to force the attacker to make a 15 DEX save. On a failed save, the attacker takes radiant damage equal to the damage it just dealt. On a successful save, it takes half as much damage.

This effect may be ended early by anything that dispels a Level 3 Spell, Curse or Poison.

1,000gp Potion

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