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Periapt of Wound Closure

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement
  • durationPermanent

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

Source (DMG) Uncommon Wondrous Item

Slippers of Spider Climbing

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement
  • durationPermanent

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.

Source (DMG) Uncommon Wondrous Item

Bloodwell Vial, +2

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Sorcerer
  • durationPermanent

While holding this vial, you gain a +2 bonus to spell attack rolls and saving throw DCs of your sorcerer spells.
Usage: 1/Long Rest. In addition, when you spend any Hit Dice to regain hit points while holding the vial, you can regain 5 sorcery points.

Source (TCoE) Rare Wondrous Item

Amulet of the Drunkard

  • casting time1 action
  • rangeSelf

  • components-
  • durationInstantaneous

Usage: 1/Day (Next Dawn). This amulet is made from a small wooden cask. When you drink a pint of beer, ale, mead, or wine while wearing the amulet, you regain 4d4 + 4 hit points. The amulet can't be used this way again until the next dawn.

Source (EGW) Uncommon Wondrous Item

Cloak of Protection

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement
  • durationPermanent

While wearing this cloak, you gain a +1 bonus to AC and saving throws.

Source (DMG) Uncommon Wondrous Item

Pact Warhammer (magic)

  • casting time1 action (to summon)
  • rangeTouch

  • componentsPact of the Blade
  • durationPermanent

This Warhammer is summoned via your Pact of the Blade feature. You are proficient with it while you wield it. It counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.
It disappears if it is more than 5 feet away from you for 1 minute or more, if you use this feature again, if you dismiss the weapon (no action required), or if you die.

Source (PHB) Pact Weapon

Rod of the Pact Keeper +1

  • casting time1 action
  • rangeSelf

  • componentsRequires Attunement by a Warlock
  • durationInstantaneous

While holding this rod, you gain a +1 bonus to spell attack rolls and saving throw DCs of your warlock spells.

Usage: 1/Long Rest. In addition, you can regain one warlock spell slot as an action while holding the rod.

Source (DMG) Uncommon Rod

Arcane Grimoire +1

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Wizard
  • durationPermanent

While holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells. You gain a +1 bonus to spell attack rolls and to the spell save DC of your wizard spells.
Arcane Recovery: When you use your Arcane Recovery feature, you can increase the total number of spell slot levels you regain by 1.

Source (TCoE) Uncommon Wondrous Item

Moon Sickle, +1

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Druid or Ranger
  • durationPermanent

While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and a +1 bonus to spell attack rolls and the spell save DC of your druid and ranger spells.
In addition, whenever you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored.

Source (TCoE) Uncommon Sickle

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