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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

Holy Water (flask)

  • casting time1 action
  • range20 feet

  • componentsnone
  • durationInstantaneous

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

Source (PHB) Gear

Holy Water (flask)

  • casting time1 action
  • range20 feet

  • componentsnone
  • durationInstantaneous

As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.

Source (PHB) Gear

Quandrix Primer

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Spellcaster
  • durationPermanent

The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.

Source (SCC) Uncommon Wondrous Item

Hooded Lantern

  • casting time1 action
  • rangeSelf

  • components-
  • duration6 hours

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Source (PHB) Gear

Potion of Healing

  • casting time1 action or 1 bonus action
  • rangeSelf or Touch

  • components-
  • durationInstantaneous

You regain hit points when you consume this potion. The amount of healing depends on how you choose to drink it:
Quick Sip (Bonus Action): You rapidly down the potion in the heat of combat. You roll for the healing, regaining 2d4 + 2 hit points.
Full Draught (Action): You take your time to consume every last magical drop. You receive the maximum benefit, regaining 10 hit points.
Administering to Another (Action): You can feed this potion to another willing or unconscious creature as an action. When you do so, you must roll for the healing, and the creature regains 2d4 + 2 hit points.

Source (Homebrew)0 Common Potion

Potion of Healing

  • casting time1 action or 1 bonus action
  • rangeSelf or Touch

  • components-
  • durationInstantaneous

You regain hit points when you consume this potion. The amount of healing depends on how you choose to drink it:
Quick Sip (Bonus Action): You rapidly down the potion in the heat of combat. You roll for the healing, regaining 2d4 + 2 hit points.
Full Draught (Action): You take your time to consume every last magical drop. You receive the maximum benefit, regaining 10 hit points.
Administering to Another (Action): You can feed this potion to another willing or unconscious creature as an action. When you do so, you must roll for the healing, and the creature regains 2d4 + 2 hit points.

Source (Homebrew) Common Potion

Potion of Healing

  • casting time1 action or 1 bonus action
  • rangeSelf or Touch

  • components-
  • durationInstantaneous

You regain hit points when you consume this potion. The amount of healing depends on how you choose to drink it:
Quick Sip (Bonus Action): You rapidly down the potion in the heat of combat. You roll for the healing, regaining 2d4 + 2 hit points.
Full Draught (Action): You take your time to consume every last magical drop. You receive the maximum benefit, regaining 10 hit points.
Administering to Another (Action): You can feed this potion to another willing or unconscious creature as an action. When you do so, you must roll for the healing, and the creature regains 2d4 + 2 hit points.

Source (Homebrew) Common Potion

Quandrix Primer

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Spellcaster
  • durationPermanent

The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.

Source (SCC) Uncommon Wondrous Item

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0

Hooded Lantern

  • casting time1 action
  • rangeSelf

  • components-
  • duration6 hours

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Source (PHB)0 Gear

Hooded Lantern

  • casting time1 action
  • rangeSelf

  • components-
  • duration6 hours

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Source (PHB)0 Gear

Hooded Lantern

  • casting time1 action
  • rangeSelf

  • components-
  • duration6 hours

A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

Source (PHB) Gear

Quandrix Primer

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Spellcaster
  • durationPermanent

The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.

Source (SCC) Uncommon Wondrous Item

Quandrix Primer

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Spellcaster
  • durationPermanent

The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.

Source (SCC) Uncommon Wondrous Item

Quandrix Primer

  • casting timePassive
  • rangeSelf

  • componentsRequires Attunement by a Spellcaster
  • durationPermanent

The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.

Source (SCC) 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

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

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

0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0
0 0