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Longsword of Lifestealing

  • casting timeRare
  • rangeRequires Attunement

  • components
  • duration

,When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.,,

Paladin Weapon

Nine Lives Stealer

  • casting timeVery Rare
  • rangeRequires Attunement

  • components
  • duration

,The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.,,

Paladin Weapon

Mariner's Plate

  • casting timeUncommon
  • range

  • components
  • duration

,While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.,,

Paladin Armor

Dragon's Wrath Longsword-Stirring

  • casting timeRare
  • rangeRequires Attunement

  • components
  • duration

,This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragons hoard, it absorbs the energy of the dragons breath weapon and deals damage of that type with its special properties.,Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragons breath weapon.,he Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragons breath weapon.

Paladin Weapon

Holy Symbol of Ravenkind

  • casting timeLegendary
  • rangeRequires Attunement

  • components
  • duration

,The holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.,Hold Vampires.As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target isparalyzedfor 1 minute. It can repeat the saving throw at the end of each of its turns to end the effecton itself.,Turn Undead.If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.,Sunlight.As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no actionrequired).,,

Paladin Wonderous Item

Woodcutter's Axe

  • casting timeRare
  • range

  • components
  • duration

,Damage done by this weapon to plants or creatures with the plant type is considered a critical hit,,

Paladin Weapon

Javalin of Lightning

  • casting timeUncommon
  • range

  • components
  • duration

,This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.,The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.,

Paladin Weapon

Red Dragon Chain Mail

  • casting timeArtifiact
  • rangeRequires Attunement by a Paladin

  • components
  • duration

,While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.,You can Cast Burning Hands once per day. ,While Attuned to This Armor your Strength becomes 29.,While attuned to this armor You have vulnerability to necrotic damage.,While attuned to the artifact, you must eat and drink six times the normal amount each day.,Burning Hands 15ft cone all inside must make dex save or take 3d6 fire damage or half as much on a successful save.

Paladin Armor Chain Mail

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