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Detect Magic (ritual)

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.
The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Inventor 1st level Divination

Identify (ritual)

  • casting time1 minute
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

a pearl worth at least 100 gp and an owl feather

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, 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.

Inventor 1st level Divination

Expeditious Retreat

  • casting time1 bonus action
  • rangeSelf

  • componentsV, S
  • durationConcentration, up to 10 minutes

This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.

Inventor 1st level Transmutation

Returning Weapon

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • duration24 hours

You touch a weapon granting it the thrown 20/60 property. If it already has the thrown property, its range increases by 20/60. It also gains the 'returning' property. After being thrown it automaticlaly reappears in the thrower's hand.

Inventor 1st level Transmutation

Awaken Rope [1/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

10 to 60 feet of cord or rope, worth at least 1 cp

As an action, you can touch a rope 10 to 60 feet long and issue a single command to it, selecting from the following options:
Bind: The rope attempts to bind a creature of your choice within 20 feet of you. The creature must make a Dexterity saving throw or become restrained until it is freed. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, ending the effect and destroying the rope.
Fasten: The rope flies up 60 feet and ties one end to an object or surface that a rope could be tied to, before becoming inanimate again, hanging from the object.
Grab: The rope lashes out and grabs one Small or smaller object that is not being worn by a creature within a range equal to the length of the rope and pulls that object back to your hand. If that object is being carried by a creature,it must make a Strength saving throw. On success, it retains the

Inventor 1st level Transmutation

Awaken Rope [2/2]

  • casting time1 action
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

10 to 60 feet of cord or rope, worth at least 1 cp

object,and on failure the object is pulled from the creature.

At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can target a chain instead of a rope. It has the same available actions, but it has a DC 15, an AC of 15, and resistance to slashing damage when taking the Bind action. When cast with a spell slot of 3rd level or higher targeting a rope, that rope is magically imbued for 1 minute, gaining a DC of 15,an AC of 20, and 20 hit points.

Inventor 1st level Transmutation

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