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Melody's requiem

  • casting time Instant
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While attuned to this violin, you gain a +2 bonus to Performance checks made using it.

Once per long rest, you can cast Counterspell or Dispel Magic using the violin as your spellcasting focus.

Requiem's Cry: As an action, you can play a dirge that targets one creature within 60 feet. The target must succeed on a Wisdom saving throw (DC = your spell save DC) or be overwhelmed with despair, becoming frightened of you for 1 minute. The target can repeat the save at the end of each of its turns.

Once used, this ability cannot be used again until the next dawn.

Bard Weapon

Footfalls of the Muse

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While attuned to these boots, you gain a +2 bonus to Dexterity (Acrobatics) checks.

Ethereal Grace: Your walking speed increases by 10 feet, and you ignore difficult terrain created by nonmagical means.

Dance of Inspiration: As a bonus action, you can activate the boots to perform an inspiring dance. Allies within 30 feet of you who can see or hear you gain temporary hit points equal to your Charisma modifier + your level. This effect lasts for 1 minute. Once used, this feature can’t be used again until the next dawn.

Step of Silence: While moving, you can choose to suppress the chiming sound of the boots, granting you advantage on Dexterity (Stealth) checks.

All Boots

Shock and Awe Mk VII

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Attack Bonus: +2 to attack and damage rolls made with this firearm.

Thunderous Blast: On a successful hit, the weapon emits a concussive burst of sound. The target and all creatures within 5 feet of it must succeed on a DC 15 Constitution saving throw or be deafened for 1 minute. This feature can be used twice per short or long rest.

Recoil Stabiliser: The firearm’s design grants you advantage on ranged attack rolls made within 30 feet, as the weapon's mechanisms adapt to close-quarters combat.

This weapon exemplifies the artificer’s balance of destructive potential and technological elegance.

Artificer Weapon

The Olive Branch

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Nature’s Boon: Grants a +2 bonus to attack rolls and spell save DCs for druid spells.

Rejuvenating Touch: As an action, you can touch a creature with the staff to restore 4d6 hit points. This feature can be used twice per long rest.

Verdant Pulse: When you cast a spell that restores hit points, you can channel the staff's energy to make vegetation bloom in a 30-foot radius around you.
This area becomes difficult terrain for enemies for 1 minute. Once per short or long rest.

Symbiosis: While attuned, you can cast Barkskin or Plant Growth without expending a spell slot once per long rest.

Druid Weapon

Stormcleaver

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Deals an additional 1d6 lightning damage on a hit.

When you score a critical hit, a bolt of lightning arcs from the axe to a second target within 10 feet, dealing 1d8 lightning damage.

Once per long rest, you can call upon Tempest's Wrath, creating a 20-foot radius storm around you for 1 minute. All creatures in the storm at the start of their turn must make a DC 14 Dexterity saving throw or take 2d8 lightning damage.

Barbarian Weapon

Vestments of the Windwalker

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While wearing the Vestments of the Windwalker, your movement speed increases by 10 feet.

Once per short rest, you can use the ability Windborne Reflexes, granting you advantage on Dexterity saving throws for 1 minute.

When you use Step of the Wind, you can take the Dash or Disengage action as a bonus action without expending a ki point.

You have resistance to falling damage while wearing these robes.

Monk Armour

Spear of the Stillness

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While wielding the Spear of the Stillness, your unarmored movement speed increases by 10 feet.

Once per short rest, you can use the ability Calm the Storm, allowing you to make an attack with the spear as a reaction when an enemy within 15 feet of you makes an attack, granting you advantage on the attack roll.

On a critical hit, you can choose to deal no damage and instead impose the stunned condition on the target for 1 turn (save ends).

The spear has the Thrown property (range 20/60 feet), and on a successful hit, you can choose to teleport to the target's position as a bonus action.

Monk Polearm

Staff of the Infernal Veil

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While wielding the Staff of the Infernal Veil, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your fire-based spells.

The staff has 3 charges. You can expend a charge to cast Fireball (save DC 15) without expending a spell slot. The staff regains expended charges at dawn.
Once per day, when you cast a fire-based spell of 3rd level or higher, you can use a bonus action to amplify the flame.

The spell’s damage increases by an additional 1d6 fire damage for each level above 2nd of the spell you cast.

Caster Weapon

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