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Tome of Strahd [1/2]

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(Wondrous item, legendary, requires attunement by a
spellcaster) While attuned to the Tome you gain the following benefits:
-You have advantage on any skill checks made to recall information about Barovian history or lore.
-You gain a +1 to your AC and to any saving throws when defending against Strahd von Zarovich’s magic.

While attuned to the Tome you may spend 4 hours
attempting to decipher new sections of the Tome in order to gain further insight into the life of Strahd and the land of Barovia.

Deciphering a chapter requires an Intelligence (Investigation) or Intelligence (Arcana) check and at least 4 hours of dedicated research time. Another creature may assist you in the attempt and grant advantage on the check if they help. Attempting to decipher the book or offering your
help in deciphering it reduces your passive perception by 5 for the duration of the 4 hours.

The Tome also appears to contain esoteric, magical knowledge akin to spells inscribed within a wizard's spellbook. As the secrets and magic contained within are revealed to you, you may cast any spells recorded in the Tome as a ritual. If a spell found in the Tome does not have the ritual tag, it is

Tome of Strahd [2/2]

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nonetheless a ritual spell for you when cast from the Tome. Once a spell is cast in this way, it cannot be cast from the Tome again until the following dusk.

If the spell is of a higher level than you are able to cast, you must succeed on a DC10 + the spell's level Intelligence (Arcana) check. If you fail, the spell's use for the day is still expended.

Goading Thresher

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  • duration Concentration, up to 1 minute

(Weapon, uncommon, requires attunement) Once per short rest, when the bearer crits with this weapon it casts Compelled Duel on the creature it hit, DC 12.

You attempt to compel a creature into a duel. One creature that you can see within range must make a Wisdom saving throw. On a failed save, the creature is drawn to you, compelled by your divine demand. For the duration, it has disadvantage on attack rolls against creatures other than you, and must make a Wisdom saving throw each time it attempts to move to a space that is more than 30 feet away from you, if it succeeds on this saving throw, this spell doesn't restrict the target's movement for that turn.

The spell ends if you attack any other creature, if you cast a spell that targets a hostile creature other than the target, if a creature friendly to you damages the target or casts a harmful spell on it, or if you end your turn more than 30 feet away from the target.

Cloak of Protection

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(Wondrous item, uncommon, requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak.

Rope of Climbing

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(Wondrous item, uncommon) This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Immovable Rod

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(Rod, uncommon) This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.


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