Level from: to








custom background URL

custom background icons
Back to default icons

Change class color:
Back to default color


Sorry guys, I need to pay server's bills.
=_=
Download PDF
Liked it?
Support on Boosty

Support on Patreon

Contacts:
Twitter with update log: @angrygazebo
if you have any ideas, email me
In Tobolar we trust!
Last spellbooks:
ArtificerWizardSorcererBardClericDruidPaladinRangerWarlockOtherw40k
What do you think?
http://beta.hardcodex.ru :3
A4 portrait 9 cards
on page

Potion of Intense Healing

  • casting time1 action
  • rangeSelf

  • componentsM
  • durationInstantaneous

Drinking this luminescent vial causes the drinker to gain 1d12 + 4 hit points. It also grants a + 1 to your AC, and a further 1d4 temporary hit points at the beginning of each turn, up to the number of turns rolled on the d12 previously. After that d12 number of days, the drinker experiences the negative effects of 2 levels of exhaustion.,

Homebrew, Consumable

Tinderbox of De-enlightenment

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

This small box, when struck in reverse to a normal tinderbox, can absorb a fire within 60 feet as long as the fire could be contained within a 5 foot cube. Upon taking 6 damage, the tinderbox will explode in a 20ft sphere centred on the tinderbox, unleashing 4d6x(the number of fires absorbed) fire damage. The box itself is immune to fire damage. The box will aslo explode if the tinderbox exceeds its maximum capacity of fires absorbed (8). Once per day, the tinderbox can be struck in a normal fashion to expel one fire, and start a 5 foot cube of fire in any conditions. The fire still needs fuel and air to burn after the first 10 seconds.,

Homebrew, Magic Item

Alchemayo Jug

  • casting time1 action
  • rangeTouch

  • componentsM
  • durationInstantaneous

This large ceramic jug looks as though it could hold just shy of a gallon of liquid. It always weighs 12 pounds. Sloshing sounds can be heard from within when it is shaken, even when empty. On an action, the top can be uncorked and, at a rate of 2 gallons per minute, 4 gallons of mayonnaise will be poured out. The jug cannot produce more until the next dawn.,

Homebrew, Magic Item

Ring of Animal Influence

  • casting time-
  • rangeSelf

  • componentsM
  • durationInstantaneous

The wearer of this ring gains the ability to cast 'Speak with Animals' thrice per day,

Homebrew, Magic Item

Ring of Animal Influence

  • casting time-
  • rangeSelf

  • componentsM
  • durationInstantaneous

The wearer of this ring gains the ability to cast 'Speak with Animals' thrice per day,

Homebrew, Magic Item

Blue Torch of Nature's Heresy

  • casting time1 action
  • range5 feet

  • componentsM
  • durationInstantaneous

When lit, this simple torch embossed with an oak tree in the base, shines with a pale blule flame. It no longer requires fuel, but can be extinguished like an ordinary flame. The flame cannot set alight to plant matter or living beings. If the torch is used in an attacking fashion, it deals 1d4 + 1 bludgeoning damage. If the target is wearing metal armor, is undead, or a construct, an additional 3d6 fire damage is dealt. This fire damage occurs even if the target resists/is immune to fire damage.,

Homebrew, Magic Weapon

Hammer of Duality

  • casting time-
  • range5 feet

  • componentsM
  • durationInstantaneous

This rusted hammer looks like it was picked out of an old, loved toolbox. It grants a +5 to checks for either the completion/quality of crafting or building. If used as a weaon, it deals 1d4 + 1 bludgeoning damage. If used against a construct, this item performs a critical hit on a 16 or higher to hit. ,

Homebrew, Magic Weapon

Brip's Pickles

  • casting time1 bonus action
  • rangeSelf

  • componentsM
  • durationInstantaneous

A repurposed canteen, now used to store pickles. On a bonus action, the canteen can be upturned and a swig can be taken by a player. One pickle is consumed. Roll a d100.
• 1: One minor permanent detrimental effect.
• 2 - 20: One major detrimental effect.
• 21 - 50: One minor neutral/detrimental effect.
• 51 - 80: One minor positive effect.
• 81 - 99: One major positive effect.
• 100: One minor permanent positive effect.,

Homebrew, Consumable

Dwarven Beard

  • casting time-
  • rangeSelf

  • componentsM
  • durationInstantaneous

The wearer of this false beard rolls a d20. A result of 10 or more means the wearer gains +1 to constitution, +1 to intimidation, and +1 to performance. A 9 or lower results in -1 to all charisma rolls. Whatever the roll, the wearer also can speak dwarvish, and is immune to poison and the effects of alcohol.,

Homebrew, Magic Item

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

Safety Ring

  • casting time-
  • rangeSelf

  • componentsM
  • durationInstantaneous

Requires attunement. The attuned wearer is immune to the fightened condition. The wearer gains +5 to any check for leading them back on track if they get lost.,

Homebrew, Magic Item

Brip's Favourite Stick

  • casting time1 action
  • range5 feet

  • componentsM
  • durationInstantaneous

This stick is Brip's favourite. On a hit, this weapon deals 1 damage and gives the target a splinter. For every 5 feet that target moves, the splinter digs in and deals 1 damage. If not in combat, this is just a really cool stick. Those who appreciate sticks will stop in awe at it and you have advantage of charisma checks against them while brandishing the stick.,

Homebrew, Magic Weapon

Knives

  • casting time1 action
  • range5 feet, 20/60 ranged

  • componentsM
  • durationInstantaneous

These daggers are forged or a superior enchanted metal. They are treated as magical. They grant +1 to attack and damage rolls when used as a melee weapon, and +2 to attack rolls when thrown. These daggers, if attuned and unrestricted, can ignore cover as they bend with the users somatic gestures.
On a hit, a d20 can be rolled. On a 19-20, the dagger is ripped out from the target and returned to the user, dealing an extra 1d4 damage. On a 1, the dagger is returned with complications. ,

Homebrew, Magic Weapon

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

,

Homebrew, Consumable

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

,

Homebrew, Consumable

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

,

Homebrew, Consumable

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

,

Homebrew, Consumable

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

,

Homebrew, Consumable

  • casting time1 action
  • range60 feet

  • componentsM
  • durationInstantaneous

,

Homebrew, Consumable

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

Druid (TCE)

Homebrew,

filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save,
-
-
-
-
or half as much damage on a successful save.
Discord: or half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.
filling a 60-foot-radius sphere with dim light for 10 minutes, after which time the spell ends. Each creature in the sphere when the glyph activates is targeted by its effect, as is a creature that enters the sphere for the first time on a turn or ends its turn there.
Death: Each target must make a Constitution saving throw, taking 10d10 necrotic damage on a failed save,
-
-
-
-
or half as much damage on a successful save.
Discord: or half as much damage on a successful save.
Discord: Each target must make a Constitution saving throw. On a failed save, a target bickers and argues with other creatures for 1 minute. During this time, it is incapable of meaningful communication and has disadvantage on attack rolls and ability checks.
Fear: Each target must make a Wisdom saving throw and becomes frightened for 1 minute on a failed save. While frightened, the target drops whatever it is holding and must move at least 30 feet away from the glyph on each of its turns, if able.
Hopelessness: Each target must make a Charisma saving throw. On a failed save, the target is overwhelmed with despair for 1 minute. During this time, it can't attack or target any creature with harmful abilities, spells, or other magical effects.
Insanity: Each target must make an Intelligence saving throw. On a failed save, the target is driven insane for 1 minute. An insane creature can't take actions, can't understand what other creatures say, can't read, and speaks only in gibberish. The DM controls its movement, which is erratic.
Pain: Each target must make a Constitution saving throw and becomes incapacitated with excruciating pain for 1 minute on a failed save.
Sleep: Each target must make a Wisdom saving throw and falls unconscious for 10 minutes on a failed save. A creature awakens if it takes damage or if someone uses an action to shake or slap it awake.
Stunning: Each target must make a Wisdom saving throw and becomes stunned for 1 minute on a failed save.