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Winged Boots

requires attunement

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

Wondrous item uncommon

Weapon of Warning

requires attunement

This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Generic variant uncommon

Stone of Good Luck

requires attunement

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Wondrous item uncommon

Slippers of Spider Climbing

requires attunement

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Wondrous item uncommon

Sentinel Shield

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.

Armor (shield) uncommon

Periapt of Wound Closure

requires attunement

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Wondrous item uncommon

Pearl of Power

requires attunement by a spellcaster

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

Wondrous item uncommon

Lantern of Revealing

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Wondrous item uncommon

Hat of Disguise

requires attunement

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Wondrous item uncommon

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Goggles of Night

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Wondrous item uncommon

Gloves of Thievery

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Wondrous item uncommon

Eyes of the Eagle

requires attunement

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Wondrous item uncommon

Eyes of Minute Seeing

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Wondrous item uncommon

Eversmoking Bottle

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Wondrous item uncommon

Eldritch Claw Tattoo [1/2]

requires attunement

Produced by a special needle, this magic tattoo depicts claw-like forms and other jagged shapes.

Tattoo Attunement. 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.

Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an

Wondrous item (tattoo) uncommon

Eldritch Claw Tattoo [2/2]

requires attunement

unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.

Wondrous item (tattoo) uncommon

Cloak of Protection

requires attunement

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Wondrous item uncommon

Cloak of Elvenkind

requires attunement

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Wondrous item uncommon

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Broom of Flying

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.

You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Wondrous item uncommon

Boots of Elvenkind

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Wondrous item uncommon

Boomerang Shield

requires attunement

You can make a ranged weapon attack with this magic shield. It has a normal range of 20 feet and a long range of 60 feet, and it uses your Strength or Dexterity for the attack roll (your choice). If you're proficient with shields, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target.

Shield (shield) uncommon

Bloodrage Greataxe

You gain a +2 bonus to attack and damage rolls made with this magic greataxe while you have half your hit points or fewer.

Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Weapon (greataxe) uncommon

Amulet of Proof against Detection and Location

requires attunement

While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Wondrous item uncommon

Adamantine Armor

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

Base items. This item variant can be applied to the following base items:
-Breastplate (Adamantine Breastplate)
-Chain Mail (Adamantine Chain Mail)
-Chain Shirt (Adamantine Chain Shirt)
-Half Plate Armor (Adamantine Half Plate Armor)
-Plate Armor (Adamantine Plate Armor)
-Ring Mail (Adamantine Ring Mail)
-Scale Mail (Adamantine Scale Mail)
-Spiked Armor (Adamantine Spiked Armor)
-Splint Armor (Adamantine Splint Armor)

Generic variant uncommon

+1 Wraps of Unarmed Prowess

While you're wearing these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a +1 bonus to the attack and damage rolls of your unarmed strikes.

Wondrous item uncommon

+1 Weapon

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

Generic variant uncommon

+1 Dragonhide Belt

requires attunement by a monk

This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

Wondrous item uncommon

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+1 All-Purpose Tool

requires attunement by an artificer

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 (see the Equipment chapter in the Player's Handbook for a list of artisan's tools). 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.

Wondrous item uncommon

Clockwork Amulet

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.

Wondrous item common

Horn of Silent Alarm

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Wondrous item common

Masquerade Tattoo [1/2]

requires attunement

Produced by a special needle, this magic tattoo appears on your body as whatever you desire.

Tattoo Attunement. 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.

Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.

Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern

Wondrous item (tatoo) common

Masquerade Tattoo [2/2]

requires attunement

the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.

Wondrous item (tatoo) common

Moon-Touched Weapon

In darkness, the unsheathed blade of this weapon sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

Generic variant common

Staff of Adornment

If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Weapon (staff) common

Staff of Birdcalls

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Weapon (staff) common

Staff of Flowers

This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.

Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

Weapon (staff) common

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