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Runic Flail (A)

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(Requires attunement by a stone giant, or one with a similarly unique connection to stone) Melee weapon (martial, flail, attunement)

Damage: 1d8 bludgeoning

You may cast the Booming Blade cantrip while attuned to this magic weapon.

You are considered proficient in this weapon while attuned to it.

This flail is made of a polished gray stone covered in faintly glowing stone giant runes. The flail's spherical head is not physically connected to the body, but is instead suspended by some unseen force. Those in tune with stone giant magic will find that the striking sphere moves according to their will, before springing back to position.

Equipment Weapon (Unique)

Ring of Obscuring (A)

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(Requires attunement) This band of iron resembles a skull and is cold to the touch. It has 3 charges and regains 1d3 expended charges daily at dawn. As an action while wearing the ring, you can expend 1 of its charges to cast the Fog Cloud spell from it, with the following changes: the cloud is centered on you when it first appears, and the spell lasts for 1 minute (no concentration required).

Equipment Wonderous Item (Uncommon)

Coiling Grasp Tattoo (A)

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(Requires attunement) Produced by a special needle, this magic tattoo has long intertwining designs. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Grasping Tendrils: While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.

Equipment Wonderous Item (Uncommon)

Spray Of Cards

  • casting time 1 action
  • range Self (15-foot cone)

  • components V, S, M
  • duration Instantaneous

a deck of cards

You spray a 15-foot cone of spectral cards. Each creature in that area must make a Dexterity saving throw. On a failed save, a creature takes 2d10 force damage and has the blinded condition until the end of its next turn. On a successful save, a creature takes half as much damage only.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each slot level above 2nd.

Equipment 2nd level conjuration

Card Sharp's Deck

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The cards of this deck shimmer around the edges. While holding this deck, you can use the following properties:

Deadly Deal. As an action, you can use this deck to make a ranged spell attack by throwing a spectral card and using Dexterity for the attack roll. The card has a range of 120 feet and deals 1d8 + Dexterity force damage on a hit.

Spray of Cards. As an action, you can shuffle the deck and cast the Spray of Cards spell at 3rd level from the deck (spell save DC 15). Once the deck has cast the spell, it can’t cast the spell again until the next dawn.

Equipment Wonderous Item (Uncommon)

Bag of Tricks

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This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object 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 the table that corresponds to the bag's color (The DM has this). See the Monster Manual for the creature's statistics. 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 fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Equipment Wonderous Item (Uncommon)

Brooch of Shielding (A)

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(Requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the Magic Missile spell.

Equipment Wonderous Item (Uncommon)

Amulet of the Drunkard

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This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn.

Equipment Wonderous Item (Uncommon)

Alchemy Jug

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This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the list below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Acid (8 ounces), Basic poison (1/2 ounce), Beer (4 gallons), Honey (1 gallon), Mayonnaise (2 gallons), Oil (1 quart), Vinegar (2 gallons), Water, fresh (8 gallons), Water, salt (12 gallons), Wine (1 gallon)

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Equipment Wonderous Item (Uncommon)

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Candle of the Deep

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The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Equipment Wonderous Item (Common)

Clockwork Amulet

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This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Equipment Wonderous Item (Common)

Charlatan's Die

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Whenever you roll this six-sided die, you can control which number it rolls.

Equipment Wonderous Item (Common)

Cleansing Stone

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A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person.

Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.

Equipment Wonderous Item (Common)

Cloak of Billowing

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While wearing this cloak, you can use a bonus action to make it billow dramatically.

Equipment Wonderous Item (Common)

Feather Token

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This small metal disk is inscribed with the image of a feather. When you fall at least 20 feet while the token is on your person, you descend 60 feet per round and take no damage from falling. The token's magic is expended after you land, whereupon the disk becomes nonmagical.

Equipment Wonderous Item (Common)

Instrument of Illusions (A)

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(Requires attunement) While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Equipment Wonderous Item (Common)

Orb of Direction

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While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.

Equipment Wonderous Item (Common)

Medal of the Wetlands

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When you use an action to trace the edge of this medal, difficult terrain doesn’t cost you extra movement for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Equipment Wonderous Item (Common)

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