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Healing Salve

Item: a jar of lotion

You can apply this magical salve to heal the wounds of you or your companions.

The healing salve has four charges. As an action, you can expend one charge and touch a creature, healing that creature a number of hit points equal to 1d6 + your Intelligence modifier.

The salve regains 1d4 expended charges daily at dawn.

Artificer's Infusion -

Resistance Breaker

Item: a simple or martial melee weapon

This magic weapon has five charges. When the wielder hits a creature, they can expend one charge to negate all of that creature's damage resistances until the end of the wielder's next turn.

The weapon regains 1d4 + 1 charges daily at dawn.

Artificer's Infusion -

Silent Weapon

Item: a simple or martial ranger weapon

This magic weapon grants +1 bonus to attack and damage rolls made with it.

When the wielder is hidden from a creature and misses it with a ranged weapon attack made with this weapon, making the attack doesn't reveal the wielder's position.

Artificer's Infusion -

Tools of the Master +1

The item requires attunement.

Item: any artisan's tools

While using this tool as a spellcasting focus, you gain a +1 bonus to spell attack rolls.

In addition, you can add this bonus to any ability check you make using this tool.

Artificer's Infusion -

Bane Weapon

The item requires attunement.

Item: a simple or martial melee weapon

This magic weapon grants a +1 bonus to attack and damage rolls made with it.

This weapon has four charges. When you infuse this item, choose one of the following creature types: aberration, beast, celestial, dragon, fiend, giant, or undead. When the wielder hits a creature of this type with the weapon, they can expend one charge and inflict an additional 2d6 damage of the weapon's type with the attack.

The weapon regains 1d4 charges daily at dawn.

Artificer's Infusion 6th level

Final Messenger, p.1

The item can be only used by a warforger.

Item: a small body part of a warforged

A final messenger is a tiny homunculus, a delicate winged creature designed to facilitate communication between warforged soldiers during the Last War.

A final messenger has no limbs and the only action it can take on its turn is the Dash action. A messenger.

A messenger can only remain active for eight hours after it detaches from a warforged body, after which time its energy dissipates and it faill unconscious. An unconscious messenger must complete a short or long rest attached to a warforged, after which it regains its energy, as well as regaining all lost hit points.

If you are a warforged, you can use an action to hold a final messenger and integrate it into your body. While it is part of your body, the messenger cannot be targeted by an attack. You can only have one messenger attached to your body at a time.

Artificer's Infusion 6th level

Final Messenger, p.2

The item can be only used by a warforger.

Item: a small body part of a warforged

If you are reduced to zero hit points while a final messenger is attached to you, it immediately detaches and seeks out its target. It regains its stored message, but it replaces its stored image with the last thing you saw before dropping to zero hit points.

A final messenger holds four pieces of data, accessible only to the warforged it is attached to: a destination for the messenger, a target individual, a single image recorded through the eyes of a warforged attached tot the messenger, and a message of up to 25 words.

While the messenger is attached to you, you can use an action to review the data currently stored within the messenger, and if you choose so, to change any or all of these data points.

You can release the final messenger as a bonus action, at which point it flies to its destination by the most direct route possible. Once it reaches the destination, it seeks the target individual. If no target has been set, it approaches the nearest warforged.

Artificer's Infusion 6th level

Fortify Defence

The item requires attunement.

Item: a suit of armour

A creature gains a +1 bonus to AC while wearing this armour.

This suit of armour has four charges. As a reaction when the wearer suffers a critical hit, they can expend one charge and count that hit as a normal hit instead. Any effects triggerd by the critical hit are negated.

This suit of armour regains 1d4 expended charges daily at dawn.

Artificer's Infusion 6th level

Gloves of Storing

Item: a pair of gloves

Gloves of storing come in pairs, each one tied to a small pocket dimension. While wearing the gloves and holding an object that weighs no more than 20 pounds and can be held in one hand, you can use a bonus action to store that object inside the glove's extradimensional space. When an object is stored inside the extradimensional space, you can use a bonus action to summon it back into your empty hand. You can only store a single object in each glove's extradimensional space, for a total of two items between the pair.

The gloves' weight is negligible, regardless of their contents. If a glove is pierced or torn, it ruptures and is destroyed, and the object it was storing is lost in the Astral Plane.

Placing gloves of storing inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Artificer's Infusion 6th level

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Quiver of Energy

The item requires attunement.

Item: a quiver

When you infuse this item, choose one damage type: cold, fire, lightning, or poison. The first time each turn that the bearer hits a target with a weapon attack using ammunition drawn from this quiver, the attack deals an extra 1d6 damage of the chosen type.

Artificer's Infusion 6th level

Tools of the Master +2

The item requires attunement.

Item: any artisan's tools

While using this tool as a spellcasting focus, you gain a +2 bonus to spell attack rolls.

In addition, you can add this bonus to any ability check you make using this tool.

Artificer's Infusion 10th level

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