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Potion of Poison Ring of Minor Beasts Radiant Adamantine

POTION, UNCOMMON WONDEROUS ITEM, RARE (REQUIRES


ATTUNEMENT BY A DRUID) Armor
ARMOR (CHAIN SHIRT), RARE
(REQUIRES ATTUNEMENT BY A
CLERIC OR PALADIN)

A ring made of hardened cinderwood This suit of armor is reinforced with


carved with the seal of Melandru. adamantine, one of the hardest
substances in existence. The armor
was forged long ago by the evil
duergar blacksmiths of Bleakrock. It
has since been blessed by a priest of
⭅ ⭅ ⭅ Lathander.


If you drink it, you take 3d6 While wearing this ring, you gain a This armor makes you incredibly
poison damage, and you must +1 bonus to attack rolls and difficult to defeat in combat. You
succeed on a DC 13 Constitution damage rolls you make while in become resistant to fire damage.
saving throw or be poisoned. At beast form. Such attacks are Additionally, when damage
the start of each of your turns considered to be magical.
reduces you to 0 hit points, you
while you are poisoned in this can make a Charisma saving throw
way, you take 3d6 poison Additionally, this ring has 4
charges and regains 1d4 expended (DC 5 + the damage taken). On a
damage. At the end of each of success, you instead drop to 1 hit
charges at dawn. You may expend
your turns, you can repeat the
a charge to wild shape into a beast point and all hostile creatures
saving throw. On a successful
you know with a challenge rating within 30 feet of you take 1d8
save, the poison damage you take (CR) of 0. radiant damage and are blinded
on your subsequent turns
until the beginning of your next
decreases by 1d6. The poison
ends when the damage decreases turn. Once you use this feature,
to 0. you can't use it again until you
finish a long rest.

Potion of Poison Ring of Minor Beasts Radiant Adamantine


POTION, UNCOMMON WONDEROUS ITEM, RARE (REQUIRES
ATTUNEMENT BY A DRUID) Armor
ARMOR (CHAIN SHIRT), RARE
(REQUIRES ATTUNEMENT BY A
CLERIC OR PALADIN)

A ring made of hardened cinderwood This suit of armor is reinforced with


carved with the seal of Melandru. adamantine, one of the hardest
substances in existence. The armor
was forged long ago by the evil
duergar blacksmiths of Bleakrock. It
has since been blessed by a priest of
⭅ ⭅ ⭅ Lathander.


If you drink it, you take 3d6 While wearing this ring, you gain a This armor makes you incredibly
poison damage, and you must +1 bonus to attack rolls and difficult to defeat in combat. You
succeed on a DC 13 Constitution damage rolls you make while in become resistant to fire damage.
saving throw or be poisoned. At beast form. Such attacks are Additionally, when damage
the start of each of your turns considered to be magical.
reduces you to 0 hit points, you
while you are poisoned in this can make a Charisma saving throw
way, you take 3d6 poison Additionally, this ring has 4
charges and regains 1d4 expended (DC 5 + the damage taken). On a
damage. At the end of each of success, you instead drop to 1 hit
charges at dawn. You may expend
your turns, you can repeat the
a charge to wild shape into a beast point and all hostile creatures
saving throw. On a successful
you know with a challenge rating within 30 feet of you take 1d8
save, the poison damage you take (CR) of 0. radiant damage and are blinded
on your subsequent turns
until the beginning of your next
decreases by 1d6. The poison
ends when the damage decreases turn. Once you use this feature,
to 0. you can't use it again until you
finish a long rest.

Potion of Poison Ring of Minor Beasts Radiant Adamantine


POTION, UNCOMMON WONDEROUS ITEM, RARE (REQUIRES
ATTUNEMENT BY A DRUID) Armor
ARMOR (CHAIN SHIRT), RARE
(REQUIRES ATTUNEMENT BY A
CLERIC OR PALADIN)

A ring made of hardened cinderwood This suit of armor is reinforced with


carved with the seal of Melandru. adamantine, one of the hardest
substances in existence. The armor
was forged long ago by the evil
duergar blacksmiths of Bleakrock. It
has since been blessed by a priest of
⭅ ⭅ ⭅ Lathander.


If you drink it, you take 3d6 While wearing this ring, you gain a This armor makes you incredibly
poison damage, and you must +1 bonus to attack rolls and difficult to defeat in combat. You
succeed on a DC 13 Constitution damage rolls you make while in become resistant to fire damage.
saving throw or be poisoned. At beast form. Such attacks are Additionally, when damage
the start of each of your turns considered to be magical.
reduces you to 0 hit points, you
while you are poisoned in this can make a Charisma saving throw
way, you take 3d6 poison Additionally, this ring has 4
charges and regains 1d4 expended (DC 5 + the damage taken). On a
damage. At the end of each of success, you instead drop to 1 hit
charges at dawn. You may expend
your turns, you can repeat the
a charge to wild shape into a beast point and all hostile creatures
saving throw. On a successful
you know with a challenge rating within 30 feet of you take 1d8
save, the poison damage you take (CR) of 0. radiant damage and are blinded
on your subsequent turns
until the beginning of your next
decreases by 1d6. The poison
ends when the damage decreases turn. Once you use this feature,
to 0. you can't use it again until you
finish a long rest.

Potion of Poison Ring of Minor Beasts Radiant Adamantine


POTION, UNCOMMON WONDEROUS ITEM, RARE (REQUIRES
ATTUNEMENT BY A DRUID) Armor
ARMOR (CHAIN SHIRT), RARE
(REQUIRES ATTUNEMENT BY A
CLERIC OR PALADIN)

A ring made of hardened cinderwood This suit of armor is reinforced with


carved with the seal of Melandru. adamantine, one of the hardest
substances in existence. The armor
was forged long ago by the evil
duergar blacksmiths of Bleakrock. It
has since been blessed by a priest of
⭅ ⭅ ⭅ Lathander.


If you drink it, you take 3d6 While wearing this ring, you gain a This armor makes you incredibly
poison damage, and you must +1 bonus to attack rolls and difficult to defeat in combat. You
succeed on a DC 13 Constitution damage rolls you make while in become resistant to fire damage.
saving throw or be poisoned. At beast form. Such attacks are Additionally, when damage
the start of each of your turns considered to be magical.
reduces you to 0 hit points, you
while you are poisoned in this can make a Charisma saving throw
way, you take 3d6 poison Additionally, this ring has 4
charges and regains 1d4 expended (DC 5 + the damage taken). On a
damage. At the end of each of success, you instead drop to 1 hit
charges at dawn. You may expend
your turns, you can repeat the
a charge to wild shape into a beast point and all hostile creatures
saving throw. On a successful
you know with a challenge rating within 30 feet of you take 1d8
save, the poison damage you take (CR) of 0. radiant damage and are blinded
on your subsequent turns
until the beginning of your next
decreases by 1d6. The poison
ends when the damage decreases turn. Once you use this feature,
to 0. you can't use it again until you
finish a long rest.

Potion of Poison Ring of Minor Beasts Radiant Adamantine


POTION, UNCOMMON WONDEROUS ITEM, RARE (REQUIRES
ATTUNEMENT BY A DRUID) Armor
ARMOR (CHAIN SHIRT), RARE
(REQUIRES ATTUNEMENT BY A
CLERIC OR PALADIN)

A ring made of hardened cinderwood This suit of armor is reinforced with


carved with the seal of Melandru. adamantine, one of the hardest
substances in existence. The armor
was forged long ago by the evil
duergar blacksmiths of Bleakrock. It
has since been blessed by a priest of
⭅ ⭅ ⭅ Lathander.


If you drink it, you take 3d6 While wearing this ring, you gain a This armor makes you incredibly
poison damage, and you must +1 bonus to attack rolls and difficult to defeat in combat. You
succeed on a DC 13 Constitution damage rolls you make while in become resistant to fire damage.
saving throw or be poisoned. At beast form. Such attacks are Additionally, when damage
the start of each of your turns considered to be magical.
reduces you to 0 hit points, you
while you are poisoned in this can make a Charisma saving throw
way, you take 3d6 poison Additionally, this ring has 4
charges and regains 1d4 expended (DC 5 + the damage taken). On a
damage. At the end of each of success, you instead drop to 1 hit
charges at dawn. You may expend
your turns, you can repeat the
a charge to wild shape into a beast point and all hostile creatures
saving throw. On a successful
save, the poison damage you take you know with a challenge rating within 30 feet of you take 1d8
on your subsequent turns (CR) of 0. radiant damage and are blinded
decreases by 1d6. The poison until the beginning of your next
ends when the damage decreases turn. Once you use this feature,
to 0. you can't use it again until you
finish a long rest.

Potion of Healing Potion of Spell Potion of Healing


COMMON, POTION
Rejuvenation COMMON, POTION

RARE, POTION

The potion’s red liquid glimmers The potion’s grey liquid is The potion’s red liquid glimmers
when agitated. foul-smelling and bitter. when agitated.

You regain 2d4 +2 hit points


You regain 2d4 +2 hit points When a creature drinks this when you drink this potion.
when you drink this potion. potion, they recover their lowest
level expended spell slot.

Misty Potion Potion of Healing Potion of Healing


UNCOMMON, POTION POTION, COMMON COMMON, POTION

The liquid in the vial bubbles a cloudy The potion’s red liquid glimmers The potion’s red liquid glimmers
grey. when agitated. when agitated.

After drinking this potion, you You regain 2d4 +2 hit points You regain 2d4 +2 hit points
gain +1 AC for one minute. when you drink this potion. when you drink this potion.
Brambleheart Quiver Cloak of Elvenkind Gloves of
WONDROUS ITEM, VERY RARE
(REQUIRES ATTUNEMENT BY A
WONDROUS ITEM, UNCOMMON
(REQUIRES ATTUNEMENT BY A
Deadly Flame
RANGER) RANGER) WONDEROUS ITEM, RARE (REQUIRES
ATTUNEMENT BY A WIZARD)

⭅ ⭅ These magical cloaks of famed elven


design are enhanced to reflect the
These gloves are made of dark silk
and stitched with patterns of a
wearer’s surroundings, aiding in phoenix. They belonged to the
This magical wooden quiver blending in with any terrain. pyromancer Leodar Stormweaver,
never runs out of arrows.
famous for his reckless brilliance in
Additionally, every dawn, it
fighting the dark orc armies.
grows two special arrows that While you wear this cloak you
are magical and grant a +2 bonus have advantage on Dexterity
to attack rolls you make with (Stealth) checks made to hide, as
⭅ ⭅ ⭅
them. It can never hold more the cloak's color shifts to ⭅
than two of these arrows. camouflage you. Additionally, These gloves hold 4 charges and
when you put the cloak’s hood recharge 1d4 + 1 at dawn. While
When you fire one of these magic up, you have darkvision up to 60 wearing the gloves you can
arrows and hit a target, you can feet. Pulling the hood up or expend 2 charges to cast the
speak the quiver’s command down requires an action. flame blade spell. When you cast
word to cause the arrow to grow
the spell, a fiery sword appears
explosively into thick,
in your hand, similar in size and
unforgiving thorny vines in a 10
shape to a scimitar. You can use
foot radius at the point of
your action to make a melee
impact. If the arrow hits a
spell attack with the fiery blade.
creature, that creature also takes
On a hit, the target takes 3d6 fire
an extra 2d4 piercing damage
damage. If you expend the last
from the attack. The spike
charge, roll a d20. On a 1, the
growth only lasts until the start
gloves burst into flame and
of your next turn.
crumble into ash.

Storm Hammer Adamantine Armor Wand of Magic Missle


WEAPON (WAR HAMMER), VERY ARMOR, UNCOMMON UNCOMMON, WAND
RARE REQUIRES ATTUNEMENT BY A
REQUIRES ATTUNEMENT WIZARD

This war hammer radiates with the This chain mail suit of black armor is A slender, hand-held banton made of
fierce energy of a storm. Waves of cold reinforced with adamantine, one of walnut wood.
blue lightning travel along the head of the hardest substances in existence.
the weapon.

• • • • • • • • • •
This wand has 7 charges. While
You gain a +1 bonus to attack and While you're wearing this suit of holding it, you can use an action
damage rolls made with this chain mail, any critical hit against to expend 1 or more of its
magic weapon. The hammer also you becomes a normal hit. charges to cast the magic missile
has 3 charges. While attuned to spell from it. For 1 charge, you
it, you can expend 1 charge and cast it at 1st-level. You can
strike the hammer into the increase the spell slot level by
ground at your feet. A wave of one for each additional charge
thunderous force sweeps out you expend. The wand regains
from you. Each creature in a 1d6 + 1 expended charges at
15-foot cube originating from dawn. If you expend the wand's
you must make a Constitution last charge, roll a d20. On a 1, the
saving throw. On a failed save, a wand crumbles into ashes and is
creature takes 1d8 thunder destroyed.
damage and is knocked to the
ground. On a successful save, the
creature takes half as much
damage and doesn’t fall. The
hammer unleashes a
thunderclap audible out to 300
feet. The hammer regains 1d4 -1
expended charges daily at dawn.

Potion of Healing Potion of Healing Potion of Healing


COMMON, POTION COMMON, POTION COMMON, POTION

The potion’s red liquid glimmers The potion’s red liquid glimmers The potion’s red liquid glimmers
when agitated. when agitated. when agitated.

You regain 2d4 +2 hit points


You regain 2d4 +2 hit points You regain 2d4 +2 hit points when you drink this potion.
when you drink this potion. when you drink this potion.

Scroll of Good Hope Scroll of Anonymous Gloves of Defense


UNCOMMON, SCROLL
Interaction WONDROUS ITEM, RARE (REQUIRES
ATTUNEMENT)
UNCOMMON, SCROLL

A heavy sheet of fine vellum reinforced A heavy sheet of fine vellum reinforced
at the top and bottom with strips of at the top and bottom with strips of
leather. leather.

Use an action to activate this Use an action to activate this


scroll. Make an intelligence scroll. Make an intelligence While wearing these bracers, you gain a
check (or whatever your check (or whatever your +1 bonus to AC if you are not using a
spellcasting ability is) to spellcasting ability is) to shield.
determine whether you cast it determine whether you cast it
successfully. The DC is 13. Upon successfully. The DC is 13. Upon
activation, you fill up to 6 willing activation, you cause a creature
targets with cheer and powerful to forget all but the most general
feelings of hope. Each creature information about you and the
gains advantage on all rolls until conversation you just had with it.
the end of its next turn. Once Once used, the scroll crumbles
used, the scroll crumbles to ash. to ash.
Cloak of Absorption Pauldrons of Rage Gaunt
UNCOMMON, WONDEROUS ITEM RARE, ARMOR RARE, WONDEROUS ITEM
REQUIRES ATTUNEMENT REQUIRES ATTUNEMENT

This beautiful silvery elven cloak These heavy armor black iron These sturdy leather-soled cloth boots
seems to absorb light rather than be pauldrons are studded with jagged have straps at the ankles and calves to
illuminated by it. spikes of various lengths. ensure a snug fit.

Whenever you take acid, cold, While you are wearing these The wearer can choose to use an
fire, lightning, or thunder pauldrons, you can use a bonus opportunity attack to trip the
damage, you may choose to use a action to make one melee enemy by a Dexterity contest.
reaction to capture some of the weapon attack with your armor The wearer has advantage on the
incoming energy, lessening its spikes against a target within 5 roll. If the target trips, it falls
effect on you and storing it for feet of you. If the attack hits, the prone and takes 1d6 falling
your next spell attack. You have spikes deal 1d4 piercing damage. damage.
resistance to the triggering You use your Strength modifier
damage type until the start of for the attack and damage rolls.
your next turn. Also, the first If you are grappling the target,
time you strike with a spell the spikes deal 2d4 piercing
attack on your next turn, the damage.
target takes an extra 1d6 damage
of the triggering type. You
cannot use this ability again
until you complete a short rest.

Cloak of the Eagle Boots of Deadly Escape Prismal’s Enchanted


WONDEROUS ITEM, RARE
ONLY USABLE BY A DRUID
WONDEROUS ITEM, UNCOMMON
Mirror
WONDEROUS ITEM, RARE

Large eagle feathers decorate the back These knee-high black leather boots A small handheld mirror framed with
and arms of this magnificent cape. have several compartments not easily silver.
detected by the naked eye.
While wearing this cloak, if you You may conceal ball bearings or This magical mirror floats in the
fall more than 20 feet, the cape caltrops inside these boots. As a air at your command. You can
spreads out behind you and you bonus action, you can cause the use a bonus action to move the
gently drift to the ground. This boots to release either item mirror up to 60 feet or to angle
acts exactly like a feather fall through the back of the heels as or turn it.
spell but is limited to the wearer you move. They fill each square
only. Once per day, if you grasp that you move through. Any
creature, including the wearer,
the edges of the cape and spread
occupying or who steps into one of
out your arms, you can
these squares suffers the normal
transform into an eagle (as per
effects of coming into contact with
the wild shape form). This effect either hazard. Once produced,
lasts for 10 minutes but can be they remain in existence until
ended prematurely as an action. removed from their square, at
which point they immediately
disappear. The shoes can store
either enough caltrops to cover 15
feet or enough ball bearings to
cover 20 feet.

Potion of Healing Potion of Healing Potion of Healing


COMMON, POTION COMMON, POTION COMMON, POTION

The potion’s red liquid glimmers The potion’s red liquid glimmers The potion’s red liquid glimmers
when agitated. when agitated. when agitated.

You regain 2d4 +2 hit points


You regain 2d4 +2 hit points You regain 2d4 +2 hit points when you drink this potion.
when you drink this potion. when you drink this potion.

Scroll of Compelled Stone of Spell


Enchanted Playing Cards
Duel WONDROUS ITEM, RARE (REQUIRES Storing
UNCOMMON, SCROLL ATTUNEMENT) WONDEROUS ITEM, VERY RARE
REQUIRES ATTUNEMENT BY A
WARLOCK

A heavy sheet of fine vellum reinforced A blue gemstone fastened to a silver


at the top and bottom with strips of chain designed to be worn about the
leather. neck.
If this spell is on your class’ spell This magical deck of playing While attuned to this item, you
list, you can use an action to read cards has been enchanted with can store up to 3 total spell slots
the scroll and cast its spell an illusion spell. Each card has a worth of spells in it. This can be
without having to provide any of blank face but, when dealt, the a single 3rd level spell, three 1st
the spell’s components. cards take on their value level spells, or any other
Otherwise the scroll is according to the desires of the combination. The spell uses the
unintelligible. If the spell is of a person who the deck is attuned slot level, spell save DC, spell
higher level than you can to. If someone looks at the card attack bonus, and spellcasting
normally cast, you must make an faces before they are dealt, they ability of the original
ability check using your will all be assigned a random caster, but is otherwise treated
spellcasting ability to determine face value. A magic user can as if you cast the spell. The spell
whether you cast it successfully. detect the enchantment on the cast from the ring is no longer
The DC equals 10 + the spell’s cards with an DC 20 Arcana stored in it, freeing up space.
level. On a failed check, the spell check. Only the one attuned to the stone
disappears from the scroll. Once can cast spells into it.
used, the scroll crumbles to ash.

Cloak of Forbidding Blade of Slow Bracers of


Fire Freeze Elemental Defense
RARE, REQUIRES ATTUNEMENT BY A RARE, WONDEROUS ITEM, RARE
WIZARD REQUIRES ATTUNEMENT ONLY USEABLE BY A DRUID

This light leather cloak is patterned A blue crystalline shortsword that is These stylish bracers are made
with ornate crimson flames. icy-white at its sharp tip and ocean of grey leather and.
blue at its hilt.

When you roll fire damage for a +2 shortsword, 1d6+2 slashing When you take acid, cold, fire,
spell you cast, you can reroll any damage, finesse, light. lightning, or thunder damage,
roll of 1 on the fire damage dice, Each time you successfully hit you can use your reaction to gain
but you must use the new roll, with a melee attack with this resistance to damage of that
even if it is another 1. weapon, it gains +1 cold type—including the triggering
-As a bonus action, you can cause damage to damage rolls. This damage— until the end of your
your cloak to transform into a increase stacks to a maximum of next turn. You cannot use this
wreathe of flames. The flames 5. At the end of each round that effect again until a short rest.
don’t harm you or your this weapon has cold damage
possessions, and they shed added and you do not
bright light out to 30 feet and successfully hit with a
dim light for an additional 30 melee attack with this weapon, it
feet. While the flames are loses 1 cold damage.
present, any creature within 5
feet of you that hits you with a
melee attack takes 1d4 fire
damage. This effect ends after
ten minutes or when you choose
to end it as a bonus action. You
cannot use this effect again until
after a short rest.

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