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