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RUBY OF TRUTH

  • casting time
  • range Touch

  • components
  • duration

Roll a d100. The GM will decide your fate.

Good luck.

Unknown Magical Item

SPEAK WITH ANIMALS SCROLL

  • casting time 1 Action
  • range

  • components Scroll
  • duration 8 Hours

You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM's discretion.

The scroll disintegrates upon use of the spell.

Common Magical Item

DUST OF DISAPPEARANCE

  • casting time 1 Action
  • range 10ft Radius

  • components Dust
  • duration Varies

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Uncommon Magical Item

POTION OF HEALING

  • casting time
  • range

  • components
  • duration

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes a bonus action.

Common Magical Item

POTION OF HEALING

  • casting time
  • range

  • components
  • duration

A character who drinks the magical red fluid in this vial regains 2d4 + 2 hit points. Drinking or administering a potion takes a bonus action.

Common Magical Item

JAVELIN OF LIGHTNING

  • casting time
  • range 120ft

  • components
  • duration

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Uncommon Magical Item

+1 WEAPON

  • casting time
  • range

  • components
  • duration

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Uncommon Magical Item

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