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Scroll of Identify

Consumable item discard after use. Any one character can use this scroll to identify the properties of a magical item that has been found.

Scroll of Identify
Consumable item discard after use. Any one character can use this scroll to identify the properties of a magical item that has been found.

Scroll of Identify
Consumable item discard after use. Any one character can use this scroll to identify the properties of a magical item that has been found.

Scroll of Identify
Consumable item discard after use. Any one character can use this scroll to identify the properties of a magical item that has been found.

Scroll of Identify
Consumable item discard after use. Any one character can use this scroll to identify the properties of a magical item that has been found.

Bhaalite Icon (#8)


Murder through anothers hands This idol shows a priest of Bhaal manipulating a humanoid puppet.

Bhaalite Icon (#15)


Poison Most Foul This idol depicts a hooded and cloaked drow assassin holding a dagger with a wavy blade.

Bhaalite Icon (#22)


Foe Rendered Harmless This idol is a warrior wearing plate armour marked by demonic inscriptions.

Bhaalite Icon (#32)


Unseen Murderer This idol depicts a robed figure wielding a curved blade smeared with blood.

Scroll of Protection From Undead (#6)


Requirement: You must know at least one spell to use this scroll. Effect (Consumable): As an action, you read this scroll and cause a 5-foot radius sphere of protection to extend from you and move with you for 5 minutes.

Scroll of Protection From Undead (#8)


Requirement: You must know at least one spell to use this scroll. Effect (Consumable): As an action, you read this scroll and cause a 5-foot radius sphere of protection to extend from you and move with you for 5 minutes.

Spell Scroll Bless (#6)


Requirement: To cast that spell, you must have it on your classs spell list. You must use the read magic spell or a similar effect to decipher the scroll before you can use it. Effect (Consumable): As an action, you cast the spell written on the scroll, without having to provide any components required by the spell. Casting the spell otherwise follows the normal rules for spellcasting. If the scrolls spell is of a higher level than you can normally cast, you must make a successful check using your magic ability modifier to cast the spell. The DC equals 10+ the level of the spell on the scroll. On a failed check, the scroll is used up and has no effect.

Spell Scroll Haste (#6)


Requirement: To cast that spell, you must have it on your classs spell list. You must use the read magic spell or a similar effect to decipher the scroll before you can use it. Effect (Consumable): As an action, you cast the spell written on the scroll, without having to provide any components required by the spell. Casting the spell otherwise follows the normal rules for spellcasting. If the scrolls spell is of a higher level than you can normally cast, you must make a successful check using your magic ability modifier to cast the spell. The DC equals 10+ the level of the spell on the scroll. On a failed check, the scroll is used up and has no effect.

Spell Scroll Mage Armour (#6)


Requirement: To cast that spell, you must have it on your classs spell list. You must use the read magic spell or a similar effect to decipher the scroll before you can use it. Effect (Consumable): As an action, you cast the spell written on the scroll, without having to provide any components required by the spell. Casting the spell otherwise follows the normal rules for spellcasting. If the scrolls spell is of a higher level than you can normally cast, you must make a successful check using your magic ability modifier to cast the spell. The DC equals 10+ the level of the spell on the scroll. On a failed check, the scroll is used up and has no effect.

Spell Scroll Remove Curse (#6)


Requirement: To cast that spell, you must have it on your classs spell list. You must use the read magic spell or a similar effect to decipher the scroll before you can use it. Effect (Consumable): As an action, you cast the spell written on the scroll, without having to provide any components required by the spell. Casting the spell otherwise follows the normal rules for spellcasting. If the scrolls spell is of a higher level than you can normally cast, you must make a successful check using your magic ability modifier to cast the spell. The DC equals 10+ the level of the spell on the scroll. On a failed check, the scroll is used up and has no effect.

Spell Scroll Shield (#6)


Requirement: To cast that spell, you must have it on your classs spell list. You must use the read magic spell or a similar effect to decipher the scroll before you can use it. Effect (Consumable): As an action, you cast the spell written on the scroll, without having to provide any components required by the spell. Casting the spell otherwise follows the normal rules for spellcasting. If the scrolls spell is of a higher level than you can normally cast, you must make a successful check using your magic ability modifier to cast the spell. The DC equals 10+ the level of the spell on the scroll. On a failed check, the scroll is used up and has no effect.

Spell Scroll Remove Curse (#8)


Requirement: To cast that spell, you must have it on your classs spell list. You must use the read magic spell or a similar effect to decipher the scroll before you can use it. Effect (Consumable): As an action, you cast the spell written on the scroll, without having to provide any components required by the spell. Casting the spell otherwise follows the normal rules for spellcasting. If the scrolls spell is of a higher level than you can normally cast, you must make a successful check using your magic ability modifier to cast the spell. The DC equals 10+ the level of the spell on the scroll. On a failed check, the scroll is used up and has no effect.

+1 Dagger (#8)
Enchanted weapon which grants a +1 power bonus to hit and damage rolls when used. This silver handled dagger is exquisitely crafted and the blade is engraved with an symbol of Bhaal on either side.

+1 Longsword (#13)
Enchanted weapon which grants a +1 power bonus to hit and damage rolls when used. On command, this item sheds bright light in a 10-foot- radius sphere. Darkness within 10 feet of the sphere of bright light becomes dim light. Speaking the command word again douses the light. The untarnished blade of this longsword is decorated with an entwined vines design.

+1 Trident (#17)
Enchanted weapon which grants a +1 power bonus to hit and damage rolls when used. The wielder of this trident receives a strong intuitive sense that something important lies in the area East of where it was found.

Elven Relics (#20)


You discover a mystical sextant, a rune-scribed stone tablet, a spyglass, and a thick rope woven with silver. The language on the tablet identifies these items as over two thousand years old, unfortunately any magic they once held is long gone but their historical value remains.

Potion of Flying (#26)


Effect (Consumable): You can use your speed to fly for 1 hour. If the effect ends while youre still aloft, you must use your movement to descend. If you fail to land before 1 minute passes, you fall.

Potion of Healing (#26)


Effect (Consumable): You regain 2d4 + 2 hit points.

Potion of Healing (#26)


Effect (Consumable): You regain 2d4 + 2 hit points.

Potion of Heroism (#26)


Effect (Consumable): For 1 hour, your hit point maximum increases by 10, and you gain 10 hit points. You also gain a +2 bonus to all checks, attack rolls, and saving throws. If you use an ability or cast a spell that requires a saving throw, the DC increases by 2.

Potion of Invisibility (#26)


Effect (Consumable): You along with your clothing, armor, weapons, and other equipment become invisible for 1 hour. The effect ends after you make an attack or cast a spell that affects a creature other than you.

Potion of Poison (#26)


A character who drinks the potion is racked with pain, as though from a dagger in the gut. Effect (Consumable): At the start of each of your turns, you take 3d6 poison damage. Two successful DC 12 Constitution checks, each made as an action, ends the effect. A dispel magic spell can end the effect if the caste succeeds on a DC 12 magical ability check.

+1 Crossbow (#28) +1 Chainmail (#28)


Enchanted weapon which grants a +1 power bonus to hit and damage rolls when used. The stock of this well-crafted weapon is marked as being a Burleigh and Stronginthearm. Enchanted armour grants a +1 power bonus to AC when worn. As you put on this tarnished and bloody suit of chainmail it alters to fit you expertly and all signs of wear seem to disappear.

+3 Arrow (#28)
When you use this arrow as ammunition for an attack using a bow, you gain a +3 bonus to the attack roll and the damage roll. A single black-fletched arrow lies within a woodland green quiver.

Cloak of Elvenkind (#32)


Property: While wearing a cloak of elvenkind with the hood up, you can attempt to hide in any natural environment, aboveground or underground, provided there are no creatures within 20 feet of you when you make the attempt. You do not have to be obscured to make the attempt.

Spellguard Shield (#32)


The design of this shield originated in a dwarven kingdom beset by drow. Its champions carried spellguard shields to defend against drow wizards and priestesses in battle. Property: While you are using this shield, you have advantage on saving throws against spells.

Flame Tongue Longsword (#32)


This blade is etched with flame designs that sometimes flare as if they were real fire. It is warm to the touch. In combat, the blade roars to life. Property: When you speak the command word, flames erupt from the longswords blade. The flames shed bright light in a 20-foot radius, and darkness within 20 feet of the bright light becomes dim light. While this effect is active, when you hit with an attack using this longsword, it deals 2d6 extra fire damage. Speaking the command word again extinguishes the flames.

+1 Scimitar (#32)
Enchanted weapon which grants a +1 power bonus to hit and damage rolls when used. This weapon sings heroic ballads which can be heard by anyone (not just the wielder) whenever it is held.

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