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Pistol

  • casting time Action (Loading)
  • range 30/90

  • components Ammunition
  • duration 150gp

Misfire - Whenever you make an attack roll
with a firearm and the roll is equal to, or
lower than the firearm's Misfire score, the
weapon misfires. The attack misses and the
weapon cannot be used again until you
spend an action to repair it. A successful
repair check (Intelligence) DC is equal to 8
+ twice the misfire score. If your check fails,
the firearm is broken and must be repaired
out of combat at half the cost of the firearm.

Enhancements:

Cylinder: [ ] [ ] - Max Round Capacity (+1)
Barrel: [ ] [ ] [ ] - Max Range (+10ft)
Frame: [ ] [ ] [ ] - Lowers Misfire Range (-1)

With the exception of Frame Enhancements, each enchancement costs half the weapon's cost in gold pieces which represents research, development, resources, and protypes.
Frame enhancements cost the full cost of the weapon. Each enhancement requires 40 hours of your time, short rests and downtime can be comitted to this effort.

1d10 Piercing Reload 4 | Misfire 3

Pistol

  • casting time Action (Loading)
  • range 30/90

  • components Ammunition
  • duration 150gp

Misfire - Whenever you make an attack roll
with a firearm and the roll is equal to, or
lower than the firearm's Misfire score, the
weapon misfires. The attack misses and the
weapon cannot be used again until you
spend an action to repair it. A successful
repair check (Intelligence) DC is equal to 8
+ twice the misfire score. If your check fails,
the firearm is broken and must be repaired
out of combat at half the cost of the firearm.

Enhancements:
Cylinder: [ ] [ ] - Max Round Capacity (+1)
Barrel: [ ] [ ] [ ] - Max Range (+10ft)
Frame: [ ] [ ] [ ] - Lowers Misfire Range (-1)

With the exception of Frame Enhancements, each enchancement costs half the weapon's cost in gold pieces which represents resources, research, development, and protypes.
Frame enhancements cost the full cost of the weapon. Each enhancement requires 40 hours of your time, short rests and downtime can be comitted to this effort.

1d10 Piercing Reload 4 | Misfire 3

Portable Hole

  • casting time -
  • range -

  • components -
  • duration -

(1/2) This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an Action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open Passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an Action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any Creatures or Objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

- -

Portable Hole

  • casting time -
  • range -

  • components -
  • duration -

(2/2) If the hole is folded up, a creature within the hole's extradimensional space can use an Action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.

- -

Enchantment: Returning Weapon

  • casting time 1 Hour
  • range -

  • components -
  • duration -

A spell circle is found at the center of the parchment, its intricate symbols confuse you at first. The tag found around this scroll says:

Enchantment: Returning Weapon

After setting a weapon with the thrown property, within the center of the spell circle. The weapon becomes a magical weapon and gains the following:

This weapon returns to the wielder's hand immediately after it is used to make a ranged attack.

Magic Item Uncommon

Hungering Blade (Curse)

  • casting time (1/2)
  • range

  • components
  • duration

You cannot use any weapons to perform the attack action, but this one.

If you attempt to, you recall this blade to your hand automatically by reaching inside your mouth for it, this feels as uncomforatable as vomiting razor blades - this is only a feeling and provides no other negative affects.

This weapon can be disarmed or dropped, doing so you can pick it up as normal.

If you are ever more than 15ft from the sword, an uneasy feeling of sickly hunger fills your stomach.

As a free object interaction - you can reach inside your mouth to draw the blade.

Hungering Blade

  • casting time -
  • range 5ft

  • components Melee Weapon
  • duration Finesse Weapon

This all black, 40in blade has no hilt or scabbard.

It continuously oozes a thin membrane of viscous acid, the ooze flows upward contradicting gravity and logic.

Spending an hour of your time attempting to identify the blade you at first hear whispers, before you understand the only word it speaks: “Consume”

It asks you a question: Consume?

After replying yes you are now attuned to the weapon.

1d8 Slash/Pierce 3d4 Acid

Hungering Blade (Curse)

  • casting time (2/2)
  • range

  • components
  • duration

Lifting the Curse:

1/Day: Making a special triple disadvantage roll you must roll 10 or higher:

You figure out the following,

You must fast for 3 days, on the third day you can triple disadvantage roll.
On a roll 2 or higher, you feel as though you must throw up doing so you puke the blade up one last time. You can reattempt to throw up once every hour until you succeed on the throw.
Doing so you see the image of The Famine evaporate, as it does it utters “I have starved to death”

The weapon becomes:
A normal blade capable of 1d8 piercing damage (acid damage is removed)
It has the finesse property
It is no longer magical


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