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Bracer of Flying Daggers (A)

  • casting time
  • range

  • components
  • duration

(Requires attunement) This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.

Dagger (Finesse, Light, Range, Thrown)
Damage: 1d4 piercing
Range: 20/60

Equipment Weapon (Rare)

Runic Flail (A)

  • casting time
  • range

  • components
  • duration

(Requires attunement by a giant, or a giant foundling) Melee weapon (martial, flail)

Damage: 1d8 bludgeoning.

You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks using this weapon.

You may cast the Booming Blade cantrip while attuned to this magic weapon.

You are considered proficient with this weapon while attuned to it.

This flail is made of a polished gray stone covered in faintly glowing stone giant runes. The flail's spherical head is not physically connected to the body but is instead suspended by some unseen force. Those in tune with stone giant magic will find that the striking sphere moves according to their will, making the use of this flail rather intuitive.

Equipment Weapon (Unique)

Spell Scroll: _________________________

  • casting time
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  • components
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A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Equipment Scroll (Varies)

Spell Scroll: _________________________

  • casting time
  • range

  • components
  • duration

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Equipment Scroll (Varies)

Spell Scroll: _________________________

  • casting time
  • range

  • components
  • duration

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Equipment Scroll (Varies)

Spell Scroll: _________________________

  • casting time
  • range

  • components
  • duration

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Equipment Scroll (Varies)

Spell Scroll: _________________________

  • casting time
  • range

  • components
  • duration

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

Equipment Scroll (Varies)

Talking Doll (A)

  • casting time
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  • components
  • duration

(Requires attunement) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, I want a piece of candy. The doll's phrases are lost when your attunement to the doll ends.

Equipment Wonderous Item (Common)

Wand of Pyrotechnics

  • casting time
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  • components
  • duration

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

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

Equipment Wand (Common)

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Rod of Angling

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While holding this 1-foot pole, you can use an action to speak a command word and cause it to become a 10-foot fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 1-foot pole, for ease of storage.

You have advantage on ability checks to catch fish while using this fishing pole.

This strange fishing pole is made from a light and highly flexible metal that appears to shimmer iridescently, like fish scales. On the reel is engraved, 'Current record: 5.72 ft. 91.25 lbs.'

Equipment Wonderous Item (Unique)

Keoghtom's Ointment

  • casting time
  • range

  • components
  • duration

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.


Doses: [ ] [ ] [ ] [ ] [ ]

Equipment Wondrous item (Uncommon)

Medal of the Meat Pie

  • casting time
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  • components
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You can press this medal to your temple as an action. Doing so gives you advantage on Intelligence checks and Intelligence saving throws for 1 hour. Once this property has been used, it can’t be used again, and the medal becomes nonmagical.

Equipment Wondrous item (Common)

Nature's Mantle (A)

  • casting time
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(Requires attunement by a druid or ranger) This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.

Equipment Wonderous Item (Uncommon)

Weapon of Warning (A) _____________________________

  • casting time
  • range

  • components
  • duration

(Requires Attunement) Weapon:


Damage:


This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Equipment Weapon (Uncommon)

Wand of Conducting

  • casting time
  • range

  • components
  • duration

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.

Equipment Wand (Common)

Gloves of Missile Snaring (A)

  • casting time
  • range

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(Requires attunement) These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Equipment Wonderous Item (Uncommon)

Circlet of Blasting

  • casting time
  • range

  • components
  • duration

While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

Equipment Wonderous Item (Uncommon)

Scorching Ray

  • casting time 1 Action
  • range 120 ft

  • components V, S
  • duration Instantaneous

You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.

Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you create one additional ray for each slot level above 2nd.

Equipment 2nd level Evocation

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