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Title

Components

Description

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Irvhir Cloak

Wonderous item

Using their ancient alchemical methods, the Irvhir north of Skerritburg have created these shabby looking half-cloaks that protect the wearer, granting a +1 to their AC.
As a bonus action, the wearer can furl the cloak around them to grant an additional +1 bonus to their AC until the start of their next turn.

Rare Requires attunement

All-Purpose Tool

Wonderous item

This simple screwdriver can transform into a variety of tools- as an action, you can touch the item and transform it into any type of artisan's tool of your choice. Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Uncommon Requires attunement

Darkweave Clothing

Wonderous item

Raw shadow is woven into the material of darkweave clothing, lending a shadowy appearance to you while you wear it. While in areas of dim light or darkness, you may roll 1d4 and add the result to Dexterity (Stealth) checks to avoid being seen.

Uncommon

Inquisitive's Kit

silk gloves, magnifying glass, dusting powder and brush, chalk and charcoal, cotton swabs, tweezers, and an assortment or glass, metal, and wooden containers for storing samples. It also includes a small journal and quill for recording notes

A crime scene is a delicate environment to investigate, as the most minor misstep can obfuscate an important clue. Serious inquisitives make use of this kit to ensure the most success in recovering evidence from sensitive surroundings.
History.Your familiarity with crime scene investigations aids you in remembering past cases where important evidence was found by a skilled inquisitive at a crime scene.
Perception.Your training makes it easier for you to identify an area as the scene of a crime or altercation, prompting further investigation.
Investigation.An Inquisitive's kit is considered essential equipment for finding clues in area that is the scene of a crime.
Medicine, Nature.An Inquisitive’s kit is also useful for collecting specimens and can assist you in identifying rare or unusual substances (such as poisons), organisms, or diseases.
Sealed SamplingYou can preserve small amounts of a substance in containers treated to keep them from suffering the passage of time.

Artisan's Tools

Thieves' Tools

a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers.

Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
HistoryYour knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and PerceptionYou gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a TrapJust as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems appropriate.

Artisan's Tools

Theo's Bag of Animals

Wondrous item

This ordinary bag, made from grey cloth, bears Theo's initials. Reaching inside reveals the precense of a small wooden animal.
You can use an action to pull a figure from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting below. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three figures have been pulled from the bag, the bag can't be used again until the next dawn.

1.Weasel 2.Giant Rat 3.Badger 4.Boar 5.Panther 6.Giant Badger 7.Dire Wolf 8.Giant Elk

Uncommon

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