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Chain Flail of the Gods

  • casting time1 action
  • rangeSelf

  • componentsV
  • durationInstantaneous

Martial melee weapon, deals 1d8 + Str bludgeoning damage.

Also called the flail of light. The flail handle looks like a lightning bolt. There is a small button on the handle, which extends the flail. As such, you can use the flail to cast Lightning Lure, and you can choose for the damage from Lightning Lure to be lightning or piercing damage.

Special item Magical weapon

Mithral Chain Mail

  • casting time10 minutes
  • rangeSelf

  • componentsM
  • durationWhile wearing

Heavy armor granting you 16 AC.

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

Special item Magical armor

Lamannian Oak Rod

  • casting time1 action
  • rangeSelf

  • componentsM
  • durationWhile wielding

An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one lightning or thunder damage roll of the spell.
An arcane focus is a special item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus.

Special item Magical spell focus

+1 Shield

  • casting time1 action
  • rangeSelf

  • componentsM
  • durationWhile wielding

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
This shield cleans itself after 24 hour

Special item Magical shield

Boots of Elvenkind

  • casting time1 action
  • rangeSelf

  • componentsM
  • durationWhile wearing

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

Special item Magical equipment

Scroll of Resurrection [1/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

A spell scroll bears the words of a single spell, written as 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 is 13. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or

Special item Spell scroll

Scroll of Resurrection [2/2]

  • casting time1 hour
  • rangeTouch

  • componentsV, S, M
  • durationInstantaneous

fails, the spell scroll is destroyed.

Resurrection
7th level Necromancy
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its hit points.
This spell neutralizes any poisons and cures normal diseases afflicting the creature when it died. It doesn't, however, remove magical diseases, curses, and the like. If such effects aren't removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.

Coming back from the dead is an ordeal. The target takes a -4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Casting this spell to restore life to a creature that has been dead for one year or longer taxes you greatly. Until you finish a long rest, you can't cast spells again, and you have disadvantage on all attack rolls, ability checks, and saving throws.

Special item Spell scroll

Immovable Rod

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationUntil deactivated

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Special item Magical trinket

Fernian Ash Staff

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

An imbued wood focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this item as a spellcasting focus.
When you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one fire damage roll of the spell.
An arcane focus is a special item designed to channel the power of arcane spells.

This wand allows you to let a group of roses of a colour of your choice grow, 3 times per day.

Special item Magical staff


Staff of Birdcalls

  • casting time1 action
  • range60 feet

  • componentsV, M
  • durationInstantaneous

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.

Special item Magical staff

Sending Stones

  • casting time1 action
  • rangeUnlimited

  • componentsV, S, M
  • durationInstantaneous

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.

Special item Magical trinket

Sending Stones

  • casting time1 action
  • rangeUnlimited

  • componentsV, S, M
  • durationInstantaneous

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.

Special item Magical trinket

Manacles

  • casting time1 action
  • rangeTouch

  • componentsS, M
  • durationInstantaneous

These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.

Special item Magical trinket

Oil Flask

  • casting time1 action
  • range20 feet

  • componentsS, M
  • duration1 minute

Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil.

You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

Special item Mundane consumable

Manticore Venom

  • casting time1 action
  • rangeTouch

  • componentsS, M
  • duration1 minute

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Special item Potent poison

Manticore Venom

  • casting time1 action
  • rangeTouch

  • componentsS, M
  • duration1 minute

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Special item Potent poison

Manticore Venom

  • casting time1 action
  • rangeTouch

  • componentsS, M
  • duration1 minute

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Special item Potent poison

Manticore Venom

  • casting time1 action
  • rangeTouch

  • componentsS, M
  • duration1 minute

This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.

Special item Potent poison


Scroll of Create or Destroy Water [1/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

A spell scroll bears the words of a single spell, written as 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 is 11. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or

Special item Spell scroll

Scroll of Create or Destroy Water [2/2]

  • casting time1 action
  • range30 feet

  • componentsV, S, M
  • durationInstantaneous

fails, the spell scroll is destroyed.

Create or Destroy Water
1st level Transmutation
You either create or destroy water.
Create Water: You create up to 10 gallons of clean water within range in an open container. Alternatively, the water falls as rain in a 30-foot cube within range, extinguishing exposed flames in the area.
Destroy Water: You destroy up to 10 gallons of water in an open container within range. Alternatively, you destroy fog in a 30-foot cube within range.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you create or destroy 10 additional gallons of water, or the size of the cube increases by 5 feet, for each slot level above 1st.

Special item Spell scroll

Necklace of Shared Peace

  • casting timeNone
  • range300 feet

  • componentsM
  • durationWhile wearing

The Wearer of the neckless can take over the concentration effect of another wearer of the necklace of shared peace. The wearer needs to be within 300 ft of the casted spell and needs to be aware of its existence to be able to concentrate on it.

Special item Magical trinket

Necklace of Shared Peace

  • casting timeNone
  • range300 feet

  • componentsM
  • durationWhile wearing

The Wearer of the neckless can take over the concentration effect of another wearer of the necklace of shared peace. The wearer needs to be within 300 ft of the casted spell and needs to be aware of its existence to be able to concentrate on it.

Special item Magical trinket

Potion of Invulnerability

  • casting time1 action
  • rangeSelf

  • componentsM
  • duration1 minute

For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

Special item Magical potion

Cursed Greataxe of the Graves

  • casting time1 action
  • rangeMelee

  • componentsS, M
  • durationWhile wielding

Martial melee weapon, deals 2d6 + Str slashing damage. Heavy, two-handed.

When you die, you can roll a d20. If you roll a 19 or 20, you restart death saves.

When you hit with this weapon, roll a d20. If you roll 10 or lower, you take 1d6 necrotic damage. If this damage is 3 or higher, you can use a bonus action to make an additional attack.

The curse on this weapon prevents you from using any other weapon.

Special item Magical weapon

Cloak of Many Fashions

  • casting time1 bonus action
  • rangeSelf

  • componentsV
  • durationWhile wielding

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Special item Magical equipment

Ear plugs

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationWhile wearing

These ear plugs dampen external sounds, and is an essential tool for the partners of snoring people. Also a staple equipment piece of anyone regularly exposed to loud sounds, to avoid hearing loss.

Surely this will protect us from the screams of that banshee.
- Famous last words of our party, probably.

Special item Mundane equipment

Hunting trap

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationUntil disarmed

When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

Special item Mundane tool


Oil of Sharpness

  • casting time1 minute
  • rangeSelf

  • componentsS, M
  • duration1 hour

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

Special item Magical consumable

Oil of Slippery

  • casting time10 minutes
  • rangeTouch

  • componentsS, M
  • duration8 hours

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Special item Magical consumable

Potion of 1 lvl Cleric

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration1 hour

For 1 hour after you drink this potion, whenever you cast a 1st lvl spell or higher, roll a d10. On a 1 you cast a random spell to a target chosen before it's effect happen.

Special item Magical potion

Potion of Stone Skin

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration1 hour

For 1 hour after you drink this potion, you are resistant to bludgeoning damage, but suffer weakness from slashing damage.
Ingredients: Calcium rocks, a tea spoon of dead skin, a curse spell.

Special item Magical potion

Potion of Watchful Rest

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • duration8 hours

When you drink this potion, you gain the following benefits for the next 8 hours: magic can't put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don't require sleep, such as elves.

Special item Magical potion

Bag of Holding

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

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.
Placing a bag of holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Special item Magical bag

Clawed Gauntlet

  • casting time1 action
  • rangeMelee

  • componentsS
  • durationInstantaneous

When making a melee attack with this gauntlet, your attack roll bonus is +5, and you deal 1d4 + 3 slashing damage.

Special item Mundane weapon

Hat of Wizardry

  • casting time1 action
  • rangeSelf

  • componentsV, S
  • durationInstantaneous

Requires attunement by a wizard.
This antiquated, cone—shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
• You can use the hat as a spellcasting focus for your wizard spells.
• You can try to cast a cantrip that you don't know. The cantrip must be on the wizard 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.

Special item Magical equipment

Clockwork Amulet

  • casting timeInstant
  • rangeSelf

  • componentsS
  • durationInstantaneous

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Special item Magical trinket


Unbreakable Arrow

  • casting timeNone
  • rangeSelf

  • componentsS
  • durationInstantaneous

This arrow can't be broken, except when it is within an antimagic field.

Special item Magical ammo

Basic poison

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the poisoned weapon or ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.

Special item Mundane poison

Wand of Pyrotechnics

  • casting time1 action
  • range60 feet

  • componentsV, S
  • durationInstantaneous

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.

Special item Magical wand

Magical arrow

  • casting timeNone
  • rangeSelf

  • componentsS
  • durationInstantaneous

Ammunition used for bows of all varieties. It has been imbued with magic.

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Special item Magical ammo

Burned Letter

  • casting timeNone
  • rangeSelf

  • componentsS
  • durationInstantaneous

(In orcish)

Mook the negotiations go well. Make sure to warn your tribe. Those wind people agreed to join us in the calling of our lord. When our business is done we will leave the light house and will join you

Special item Mundane letter

Black Scroll

  • casting timeNone
  • rangeSelf

  • componentsS
  • durationInstantaneous

(In Celestial)

मूक वार्ता नीक चलैत अछि। अपन कबीला के चेतावनी जरूर दियौ। ओ पवन लोक हमरा सभक मालिकक आह्वान मे हमरा सभक संग जुड़य लेल तैयार भ’ गेल। जखन हमर सबहक कारोबार भ जायत त हम सब लाइट हाउस स निकलि जायब आ अहाँ सब स जुड़ब

Special item Mundane scroll

Black Scroll

  • casting timeNone
  • rangeSelf

  • componentsS
  • durationInstantaneous

(In Celestial)

Gardians, Eldrin has taken the item. Based on the time we expect that he already died. To find him you need to mix the 420 spoons of a Gulthias Tree sap with 10 g iran powder and 10 g salt on a living Gulthias Tree. He can guid your way.

Special item Mundane scroll

Magical Ring

  • casting timeNone
  • rangeSelf

  • componentsS
  • durationInstantaneous

(No description)

Special item Magical equipment

Cloak of Billowing

  • casting time1 bonus action
  • rangeSelf

  • componentsS
  • durationInstantaneous

While wearing this cloak, you can use a bonus action to make it billow dramatically.

Special item Magical equipment


Potion of Poison

  • casting time1 action
  • rangeSelf

  • componentsS, M
  • durationInstantaneous

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion.

However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Special item Magical poison

Wand of Secrets

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Special item Magical wand

Thieves Tools [1/2]

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks.
Perhaps the most common tools used by adventurers, thieves' tools are designed for picking locks and foiling traps. Proficiency with the tools also grants you a general knowledge of traps and locks.
History.
Your knowledge of traps grants you insight when answering questions about locations that are renowned for their traps.
Investigation and Perception.
You gain additional insight when looking for traps, because you have learned a variety of common signs that betray their presence.
Set a Trap.
Just as you can disable traps, you can also set them. As part of a short rest, you can create a trap using items you have on hand. The total of your check becomes the DC for someone else's attempt to discover or disable the trap. The trap deals damage appropriate to the materials used in crafting it (such as poison or a weapon) or damage equal to half the total of your check, whichever the DM deems

Special item Mundane tool

Thieves Tools [2/2]

  • casting time1 action
  • rangeSelf

  • componentsS
  • durationInstantaneous

appropriate.
Thieves' Tools
Activity DC
Pick a lock Varies
Disable a trap Varies

Special item Mundane tool

Golgari Guild Signet

  • casting time1 action
  • range90 feet

  • componentsV, S
  • durationInstantaneous

This ring, adorned with the symbol of Golgari, allows you to cast entangle. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of Golgari's recognition and favor.

A signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).

Special item Magical equipment


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