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Cloak of the Manta Ray

  • range Action
  • s Self

  • ap None
  • type None

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Uncommon Item (Cloak)

Bag of Holding

  • range Action
  • s Self

  • ap None
  • type None

This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.

Uncommon Item (Bag)

Smoldering Armor

  • range Bonus Action
  • s Self

  • ap None
  • type None

Wisps of harmless, odorless smoke rise from this armor while it is worn.

You can turn this effect on or off as a bonus action.

Common Armor (Any)

Staff of Birdcalls

  • range Action
  • s 60 ft

  • ap None
  • type 10 Charges

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one bird call in a range of 60 feet.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause it to create one of the following sounds out to a range of 60 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Common Weapon (Staff)

Potion of Hill Giant Strength

  • range Bonus Action
  • s Self

  • ap None
  • type 1 Hour

Strength Score is Now 21

When you drink this potion, your Strength score changes for 1 hour. Because of the Type, your strength score is now 21. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion’s transparent liquid has floating in it a sliver of fingernail from a hill giant

Uncommon Potion

Charlatan's Die

  • range Action
  • s Self

  • ap Attunement
  • type None

Whenever you roll this six-sided die, you can control which number it rolls.

Common Item

Deck of Illusions [1/2]

  • range Action
  • s 30 ft

  • ap None
  • type 30 Cards

A 30 Card Deck

The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.

An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.

The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends,

Uncommon Item

Deck of Illusions [2/2]

  • range Action
  • s 30 ft

  • ap None
  • type 30 Cards

A 30 Card Deck

the image on its card disappears, and that card can't be used again.

Uncommon Item

Stone of Golorr

  • range None
  • s Self

  • ap Attunement
  • type None

Can cast Counterspell at 3rd level once a day.
Must eat and drink
CURSE: You have dis. on all magical saving throws.

SENTIENCE. The Stone of Golorr is a sentient lawful evil magic item with an Intelligence or 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.

Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner.

FAILED MEMORY. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it.

Artifact Item (Cursed)

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Ring of Truth Telling

  • range None
  • s Self

  • ap Attunement
  • type None

While wearing this ring, you have advantage on Wisdom (Insight) checks to determine whether someone is lying to you.

Uncommon Ring

Smokepowder

  • range None
  • s Self

  • ap None
  • type None

Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough Smokepowder for five shots, and a keg holds enough Smokepowder for five hundred shots

If Smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.

Casting Dispel Magic on Smokepowder renders it permanently inert.

Uncommon Item

Eversmoking Bottle

  • range Action
  • s 60 ft

  • ap None
  • type Infinite

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Uncommon Item

Quaal's Feather Token

  • range Action
  • s 5 ft

  • ap None
  • type SINGLE USE

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.

BIRD: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.

Rare Item

Handy Haversack

  • range Action (Retrieve)
  • s Self

  • ap None
  • type None

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 40 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 160 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.

Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.

The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.

Rare Item

Sending Stones

  • range Action
  • s Unlimited

  • ap None
  • type 1 Use/Day

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

SENDING:You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately.

You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesn’t arrive.

Uncommon Item

Walloping Ammunition

  • range None
  • s None

  • ap None
  • type Roll a D100 each use

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

Common Weapon (Ammunition)

Dark Shard Amulet

  • range Action
  • s Self

  • ap Attunement
  • type 1 Use/Long Rest

requires attunement by a warlock

This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits:

You can use the amulet as a spellcasting focus for your warlock spells.

You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest.

Common Item

Hat of Vermin

  • range Action
  • s Self

  • ap None
  • type 3 Charges

This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat (see the Player's Handbook or the Monster Manual for statistics).

The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.

Common Item

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Spear of Tormenauk [1/2]

  • range Bonus Action
  • s Self

  • ap Attunement
  • type 3 Charges

+1 Spear: This Spear has +1 to hit.

This Weapon has 3 Charges. You regain 1 charge for each creature you killed with this spear while Hungered. You also regain charges during a long rest.

DEMONIC HUNGER (1 Charge): You enter into a rage for 1 minute, during which all non-magical damage against you is halved. Also the spear does an extra 1d4 psychic damage + 1 additional damage for each creature slain by spear during this Hunger.
SHARED AGONY (2 Charges): While in Hunger as a reaction to taking damage, you can target a creature within 30ft to share the pain. They must make a WIS 13 save or take psychic damage equal to the damage you've taken, or take half that on a save.
BLOODY RECHARGE (3 Charges): While in Rage, as a bonus action you can heal yourself 1d4 for each non-undead creature you killed this Demonic Hunger.

Also, each time you make a kill with this spear, you must make a WIS 13 save or enter Demonic Hunger. If no charges, you enter the Hunger but take a point of exhaustion.|||| After Hunger, roll a D100. If your roll is less than the

Uncommon Weapon (Cursed)

Spear of Tormenauk [2/2]

  • range Bonus Action
  • s Self

  • ap Attunement
  • type 3 Charges

+1 Spear: This Spear has +1 to hit.

cumulative number of uses plus creatures killed with this weapon, your alignment moves towards Chaotic Evil.

Uncommon Weapon (Cursed)

Horn of Silent Alarm

  • range Action
  • s 600 ft

  • ap None
  • type 4 Charges

This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn.

The horn regains 1d4 expended charges daily at dawn.

Common Item

Illuminator's Tattoo

  • range Action
  • s Self

  • ap Attunement
  • type 1 Use/Day

Magical Scribing: While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.

As an action, you can touch a piece of writing up to one page in length and speak a creature's name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can't be used again until the next dawn.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Common Tattoo

Wand of Pyrotechnics

  • range Action
  • s 60ft

  • ap None
  • type 7 Charges

This wand has 7 Charges. While holding it you can use an action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 60 ft away. The burst of light is acompanied by a cracking noise that can be heard 300 ft away. The light is as bright as a torch flame but lasts only 6 seconds.

The wand regains 1d6 +1 charges daily at dawn. If you enpend the wand's last charge, roll a d20. On a 1 the wand erupts in a harmless pyrotechnic display and is destroyed.

Common Wand

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