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Enhanced Arcane Focus

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  • componentsS,M
  • durationAttunement

a rod, staff or wand

While holding this item, a creature gains +1 bonus to spell attack rolls. In addition, the creature ignores half cover when making a spell attack.

Artificer -

Enhanced Defense

  • casting time-
  • range-

  • componentsS,M
  • duration-

A suit of armor or a shield

A creature gains a +1 bonus to Armor Class while wearing (armor) or wielding (shield) the infused item.

Artificer -

Enhanced Weapon

  • casting time-
  • range-

  • componentsS,M
  • duration-

a simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

Artificer -

Repeating Shot

  • casting time-
  • range-

  • componentsS,M
  • durationAttunement

a simple or martial weapon with the ammunition property

This magic weapon grants a +1 bonus to attack and damage rolls made with it when it's used to make a ranged attack, and it ignores the loading property if it has it.

If the weapon lacks ammunition, it produces its own, automatically creating one piece of magic ammunition when the wielder makes a ranged attack with it. The ammunition created by the weapon vanishes the instant after it hits or misses a target.

Artificer -

Returning Weapon

  • casting time-
  • range-

  • componentsS,M
  • duration-

a simple or martial weapon with the thrown property

This magic weapon grants a +1 bonus to attack and damage rolls made with it, and it returns to the wielder’s hand immediately after it is used to make a ranged attack.

Artificer -

Replicate Magic Item

  • casting time-
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  • components-
  • duration-

Using this infusion, you replicate a particular magic item. You can learn this infusion multiple times. Each time you do so, choose a magic item that you can make with it, picking from the Replicable Items tables or from among the common magic items in the game, not including potions or scrolls.
2nd lvl - Alchemy Jug
2nd lvl - Bag of Holding
2nd lvl - Cap of Water Breathing
2nd lvl - Goggles of Night
2nd lvl - Rope of Climbing
2nd lvl - Sending Stones
2nd lvl - Wand of Magic Detection
2nd lvl - Wand of Secrets
6th lvl - Boots of Elvenkind
6th lvl - Cloak of Elvenkind (req. Attunement)
6th lvl - Cloak of the Manta Ray
6th lvl - Eyes of Charming (req. Attunement)
6th lvl - Gloves of Thievery
6th lvl - Lantern of Revealing
6th lvl - Pipes of Haunting
6th lvl - Ring of Water Walking

Artificer -

Boots of the Winding Path

  • casting time-
  • range-

  • componentsS,M
  • durationAttunement

a pair of boots

While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an unoccupied space the creature can see. The creature must have occupied that space at some point during the current turn.

Artificer 6th lvl

Radiant Weapon

  • casting time-
  • range-

  • componentsS,M
  • durationAttunement

a simple or martial weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it. While holding it, the wielder can take a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet. The wielder can extinguish the light as a bonus action.

The weapon has 4 charges. As a reaction immediately after being hit by an attack, the wielder can expend 1 charge and cause the attacker to be blinded until the end of the attacker's next turn, unless the attacker succeeds on a Constitution saving throw against your spell save DC. The weapon regains 1d4 expended charges daily at dawn.

Artificer 6th lvl

Repulsion Shield

  • casting time-
  • range-

  • componentsS,M
  • durationAttunement

a shield

A creature gains a +1 bonus to Armor Class while wielding this shield.

The shield has 4 charges. While holding it, the wielder can use a reaction immediately after being hit by a melee attack to expend 1 of the shield's charges and push the attacker up to 15 feet away. The shield regains 1d4 expended charges daily at dawn.

Artificer 6th lvl

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