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The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hit points . 2d4+2 hit points . 2d4+2 hit points .
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S POTION OF
HEALINGUncommon
Potion, HEALINGUncommon
Potion, HEALINGUncommon
Potion,
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2
The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hit points . 2d4+2 hit points . 2d4+2 hit points .
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
BAROVIAN WITCH'S POTION OF BAROVIAN WITCH'S SPELLBOOK BELT OF STONE GIANT STRENGTH
HEALINGUncommon
Potion, Wondrous Item, Very Rare Wondrous item, Very Rare
Use time 1 action Attunement Owner must forgo a long rest to Requires Attunement Yes
Hit points restored 2d4+2 perform a ritual to retrieve the spells & copy to
another source, but can only retrieve as many
While wearing this belt, your Strength
as their Intelligence modifier (minimum of 1).
The potion’s red liquid glimmers when agitated. score is 23. If your Strength is already
equal to or greater than the belt’s score,
Vile Lexicon. This leather-bound spellbook is
seemingly on the verge of falling apart & crackles
the item has no effect on you.
with evil energy. Any non-evil creature that
When you drink this potion, you regain
touches the book or starts their turn with the
2d4+2 hit points . book in their possession takes 1d10 psychic
Drinking or administering a potion takes damage. The book's thick vellum pages are
inscribed with various spells:
1 action.
1st level: urning hands, charm person, detect
magic, find familiar, fog cloud, mage armor,
protection from evil and good, ray of sickness, sleep,
Tasha’s hideous laughter, unseen servant, witch bolt
2nd level: alter self, arcane lock, cloud of daggers,
darkness, enlarge/reduce, invisibility, knock, misty
step
You gain a +1 bonus to AC and saving Action. Place this 1-inch metal cube on the ground
Treebane. This battleaxe's handle is carved with
throws while you wear this cloak. and speak its command word. The cube rapidly
leaves and vines, and the weapon weighs half as
grows into a fortress that remains until you use an
much as a normal battleaxe. It is clearly imbued with
action to speak the command word to dismiss it,
some sort of enchantment.
which works only if the fortress is empty.
When the axe hits a plant, whether an ordinary
The 20' square tower is 30' high & made of
plant or a plant creature, the target takes an
adamantine. Its magic prevents it from being
extra 1d8 slashing damage. When a creature of
tipped over. Door is immune to Knock or Chime of
non-good alignment wields the axe, it sprouts
Opening. The roof, door, & walls each have 100 hit
thorns whenever its wielder makes an attack with
pts, Immunity to dmg from nonmagical weapons
it. These thorns prick the wielder for 1 piercing
(excluding siege), and Resistance to all other dmg.
damage after the attack is made, and this
Repair with Wish spell (8th lvl). Each casting of
damage is considered magical.
Wish causes the roof, the door, or one wall to
regain 50 hit points.
Requires Attunement Yes Katsky's Glider. The glider is made from dragon
A heavy adult silver dragon’s skull, it
wings. Any Small /Medium humanoid can wear the
weighs roughly 250 pounds.
Ability. This box contains a set of parchment cards. glider. (It takes 1 minute to don or doff the glider.)
A full deck has 34 cards. A deck found as treasure is DC 15 Int inspection to determine weight capacity.
usually missing 1d20−1 cards. If its wearer is light enough (accounting for gear),
the apparatus can be used to glide, but only in
Use action to draw random card from deck &
wide-open spaces where there is room to
throw it on ground within 30' of you. An illusion of
maneuver. The wearer can become airborne by
one or more creatures forms over the thrown stepping or jumping off a high place, or by
card and remains until dispelled. An illusory performing a high jump to take off from level
creature appears real, is the appropriate size, & ground. While aloft, the wearer gains a flying
behaves like a real creature, but can do no harm. speed equal to its walking speed, with the
following limitations: except in a significant
While within 120' of the illusory creature & can
updraft, the wearer can't use the glider to gain
see it, you can use an action to move it magically
altitude, and the glider descends 1 foot for every
anywhere within 30' of its card. Non corporeal. On 10 feet of horizontal distance covered. At the end
successful DC 15 Int (Investigation), creature then of the flight, the wearer lands on its feet and the
appears translucent. Lasts until card glider is intact. If the wearer tries to accelerate the
moved/illusion dispelled. rate of descent, the glider breaks, and the wearer
falls. (1 HP, 12 AC, 15' wingspan)
ELIXER OF HEALTH ELIXER OF HEALTH EXQUISITE AMULET
Potion, rare Potion, rare Wondrous item, rare
The clear red liquid has tiny bubbles of light in it. The clear red liquid has tiny bubbles of light in it. A slick piece of stone hung from a string, its many
fine details speak of great craftsmanship.
Master’s Amulet. This unique amulet is magically
linked to a Shield Guardian. If destroyed, shield
guardian is incapacitated until replacement
When you drink this potion, it cures any When you drink this potion, it cures any amulet is created. A shield guardian’s amulet is
disease afflicting you, and it removes the disease afflicting you, and it removes the subject to direct attack if it isn’t being worn or
blinded, deafened, paralyzed, and blinded, deafened, paralyzed, and carried (AC 10, 10 HP, immune to poison / psychic
damage). Crafting an amulet requires 1 week +
poisoned conditions. poisoned conditions.
1,000 gp..
A shield guardian’s solitary focus is to protect the
amulet’s wearer. The amulet’s wearer can
command the guardian to attack its enemies or to
guard the wielder against attack. If an attack
threatens to injure the wearer, the construct can
magically absorb the blow into its own body, even
at a distance.
A spellcaster can also store a single spell within a
shield guardian, which can then cast the spell on
command or under specific conditions.
This gem is imbued with life-giving magic This gem is imbued with life-giving magic This gem is imbued with life-giving magic
that previously made the grapevines of of that previously made the grapevines of of that previously made the grapevines of of
the Wizard of Wines vineyard healthier, the Wizard of Wines vineyard healthier, the Wizard of Wines vineyard healthier,
guaranteeing the finest wines. guaranteeing the finest wines. guaranteeing the finest wines.
The gem animates any object it is placed The gem animates any object it is placed The gem animates any object it is placed
in giving it a semblance of life. in giving it a semblance of life. in giving it a semblance of life.
The effects of the gem can momentarily The effects of the gem can momentarily The effects of the gem can momentarily
(1 minute) be suppressed if targeted by (1 minute) be suppressed if targeted by (1 minute) be suppressed if targeted by
the dispel magic spell or in the area of an the dispel magic spell or in the area of an the dispel magic spell or in the area of an
antimagic field. antimagic field. antimagic field.
Use 3 charges each long rest Damage 2d6 slashing Requires Attunement Yes
Modifier Strength
Action. Pull out a small, fuzzy object and Properties Heavy, two-handed Made from the branch of a Gulthias tree and
radiates evil 30'. If staff is broken or burned to ashes,
throw it up to 20 feet. When it lands, it
its wood releases a terrible, inhuman scream that
transforms into a creature you determine You have a +2 bonus to attack and can be heard out to a range of 300'. All blights that
by rolling 1d4. The creature vanishes at damage rolls made with this magic hear the scream immediately wither & die.
dawn or when reduced to 0 hp. The weapon. Vampiric Strike. Can be wielded as a magic
creature is friendly to you and your quarterstaff. You can expend 1 charge to regain
companions. number of hit points equal to damage dealt by
Bonus Action Command what action the the weapon. Each time a charge is spent, red
creature takes on its next turn, or give blood oozes from the staff, & you must succeed
on a DC 12 Wis saving throw or be afflicted with
it general orders, such as to attack your
short-term madness.
enemies. In the absence of orders, the
Blight Bane. If attuned, blights & other evil plant
creature acts according to its nature.
creatures don't regard you as hostile unless you
1-Giant Rat, 3-Badger, 4-Wolf, 6-Giant elk harm them.
Regains 1d6+4 expended charges daily at dusk.
HAG EYE HAT OF DISGUISE HELM OF BRILLIANCE
Wondrous Item, Uncommon Wondrous Item, Very Rare
A hag coven can craft a magic item called a hag Requires Attunement Yes Requires Attunement Yes
eye, which is made from a real eye coated in Armor Slot Head
varnish and often fitted to a pendant or other Ability. This dazzling helm is set with gems. Any
wearable item. The hag eye is usually entrusted to While wearing this hat, you can use an action to gem pried from the helm crumbles to dust. When
a minion for safekeeping and transport. A hag in cast the Disguise Self spell from it at will. The spell all the gems are removed or destroyed, the helm
the coven can take an action to see what the hag ends if the hat is removed. loses its magic. Use action to cast a spell (save DC
eye sees if the hag eye is on the same plane of 18), using/destroying one of the helm’s gems.
existence. A hag eye has AC 10, 1 hit point, and Disguise Self. You make yourself—including your
Prismatic Spray (diamond). O O O O O
darkvision with a radius of 60 feet. If it is gear—look different until spell ends or use your
destroyed, each coven member takes 3d10 action to dismiss it. You can seem thin or fat, 1 Wall of Fire (ruby). OOOOOOOOOOOOOO
psychic damage and is blinded for 24 hours. foot shorter/taller. Can’t change body type, must Fireball (fire opal). O O O O O O O O O
A hag coven can have only one hag eye at a time, have same basic arrangement of limbs. Spells Daylight (opal). OOOOOOOOOOOOOOOOOOO
and creating a new one requires all three does not hold up to physical inspection. (ex: add a
If fail save against fire dmg while wearing, roll
members of the coven to perform a ritual. The hat to your outfit, objects pass through the hat). d20. 1: helm emits beams of light. Creatures in 60'
ritual takes 1 hour, and the hags can’t perform it
Creature can use its action to inspect your feet of the helm other than you must succeed on
while blinded. During the ritual, if the hags take
appearance & must succeed on an Int a DC 17 Dex saving throw or be struck by a beam,
any action other than performing the ritual, they
(Investigation) check vs your spell save DC. taking radiant damage equal to the number of
must start over.
gems in the helm. The helm and its gems are then
destroyed.
Req Attunement Yes (Good Cleric / Paladin) Damage 2d6 slashing Requires Attunement Yes (Good aligned)
Modifier Strength
The holy symbol is a platinum amulet shaped like the Properties Heavy, two-handed While within 30' of the icon, a creature is under the
sun, with a large crystal embedded in its centre. The effect of a protection from evil and good spell
holy symbol has 10 charges for the following against fiends and undead. Only a creature attuned
properties (regains 1d6+4 charges daily at dawn). You have a +2 bonus to attack and to the icon can use its other properties.
damage rolls made with this magic
Hold Vampires. Expend 1 charge to present the Augury. You can use an action to cast an augury
holy symbol to make it flare with holy power.
weapon. spell from the icon, no material components
Vampires within 30' must save DC 15 Wis. Fail = required. Once used, this property can't be used
paralyzed 1 min. Repeat save at end of turns. again until the next dawn.
Turn Undead. If you have Turn Undead / Turn the Bane of the Undead. Use the icon as a holy
Unholy, you can expend 3 charges when you symbol by using the Turn Undead / Turn the
present the holy symbol while using it. Undead Unholy feature. If you do so, increase the save DC
will have disadvantage on their saving throws. by 2.
Sunlight. Expend 5 charges to present symbol to Cure Wounds. While holding the icon, you can
make it shed bright light in a 30' radius / dim light take an action to heal one creature that you can
for an additional 30'. The light is sunlight and lasts see within 30' of you. The target regains 3d8 + 3
for 10 min / you end effect (free action). hit points, unless it is an undead, a construct, or a
fiend. Once used, this property can't be used
again until the next dawn.
OIL OF SHARPNESS PAGE FROM ROSE'S DIARY PAGE FROM ROSE'S DIARY
Oil Class Bard, Cleric, Druid, Sorcerer, Wizard Class Bard, Cleric, Sorcerer, Wizard
DC 10 + spell level (if spell lvl > caster) DC 10 + spell level (if spell lvl > caster)
Use time 1 action Casting time 1 minute Casting time 1 action
Duration 1 hour Duration Instantaneous Duration 1 hour
This clear, gelatinous oil sparkles with tiny, ultrathin Revivify. cantrip transmutation Light. cantrip evocation
silver shards.
This spell repairs a single break or tear in an You touch one object that is no larger than 10 feet
The oil can coat one slashing or piercing object you touch, such as a broken chain link, two in any dimension. Until the spell ends, the object
weapon or up to 5 pieces of slashing or halves of a broken key, a torn cloak, or a leaking sheds bright light in a 20-foot radius and dim light
piercing ammunition. wineskin. As long as the break or tear is no larger for an additional 20 feet. The light can be colored
than 1 foot in any dimension, you mend it, leaving as you like. Completely covering the object with
Applying the oil takes 1 minute. For 1
no trace of the former damage. This spell can something opaque blocks the light. The spell ends
hour, the coated item is magical and has
physically repair a magic item or construct, but if you cast it again or dismiss it as an action. If you
a +3 bonus to attack and damage rolls.
the spell can’t restore magic to such an object. target an object held or worn by a hostile
creature, that creature must succeed on a
Dexterity saving throw to avoid the spell.
PAGE FROM ROSE'S DIARY PALE TINCTURE PATRINA'S SPELLBOOK
Class Sorcerer, Wizard (Ingested) Attunement Forgo a long rest to retrieve spells.
DC 10 + spell level (if spell lvl > caster) Can only retrieve as many as their Int mod.
Casting time 1 action
A creature subjected to this poison must
Duration Instantaneous
succeed on a DC 16 Constitution saving Ancient Treatise of Forlorn Magic. This spellbook
has carved wooden covers.
throw or take 3 (1d6) poison damage
Shocking Grasp. cantrip evocation Cantrips: fire bolt, light, mage hand,
and become poisoned. The poisoned
Lightning springs from your hand to deliver a prestidigitation, shocking grasp
creature must repeat the saving throw
shock to a creature you try to touch. Make a
every 24 hours, taking 3 (1d6) poison 1st level: detect magic, identify, mage armor, magic
melee spell attack against the target. You have
damage on a failed save. missile
advantage on the attack roll if the target is
wearing armor made of metal. On a hit, the target 2nd level: detect thoughts, mirror image, misty step
Until this poison ends, the damage the
takes 1d8 lightning damage, and it can’t take 3rd level: counterspell, fly, lightning bolt
reactions until the start of its next turn.
poison deals can’t be healed by any
means. After seven successful saving 4th level: banishment, fire shield, stoneskin
throws, the effect ends and the creature 5th level: cone of cold, scrying, wall of force
Below the carefully copied spell is a notation, written can heal normally. 6th level: globe of invulnerability
in a delicate child's handwriting:
Successes 7th level: teleport
It worked! Uncle Dimov snuck into our room
8th level: mind blank
again, but this time I was ready. I hope he never
comes back! 9th level: time stop
The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
4d4+4 hit points . 4d4+4 hit points . 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hitpoints. 2d4+2 hitpoints. 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hitpoints. 2d4+2 hitpoints. 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
POTION OF HEALING POTION OF HEALING POTION OF HEALING
Potion, common Potion, common Potion, common
Use time 1 action Use time 1 action Use time 1 action
Hit points restored 2d4+2 Hit points restored 2d4+2 Hit points restored 2d4+2
The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated. The potion’s red liquid glimmers when agitated.
When you drink this potion, you regain When you drink this potion, you regain When you drink this potion, you regain
2d4+2 hitpoints. 2d4+2 hitpoints. 2d4+2 hitpoints.
Drinking or administering a potion takes Drinking or administering a potion takes Drinking or administering a potion takes
1 action. 1 action. 1 action.
For 1 hour after drinking this potion, you For 1 hour after drinking this potion, you When you drink this potion, you take 3d6 poison
damage, and you must succeed on a DC 13
gain 10 temporary hit points that last gain 10 temporary hit points that last
Constitution saving throw or be poisoned.
for 1 hour. For the same duration, for 1 hour. For the same duration,
At the start of each of your turns while you are
whenever you make an attack roll or whenever you make an attack roll or
poisoned in this way, you take 3d6 poison
saving throw, you can add a d4 and add saving throw, you can add a d4 and add damage. At the end of each of your turns, you
the number rolled to the attack roll or the number rolled to the attack roll or can repeat the saving throw. On a successful
saving throw. saving throw. save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison
Drinking this potion takes 1 action. Drinking this potion takes 1 action.
ends when the damage decreases to 0.
This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion
of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of
resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by
illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true
nature. nature. nature.
When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison
damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13
Constitution saving throw or be poisoned. Constitution saving throw or be poisoned. Constitution saving throw or be poisoned.
At the start of each of your turns while you are At the start of each of your turns while you are At the start of each of your turns while you are
poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison
damage. At the end of each of your turns, you damage. At the end of each of your turns, you damage. At the end of each of your turns, you
can repeat the saving throw. On a successful can repeat the saving throw. On a successful can repeat the saving throw. On a successful
save, the poison damage you take on your save, the poison damage you take on your save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison
ends when the damage decreases to 0. ends when the damage decreases to 0. ends when the damage decreases to 0.
POTION OF POISON POTION OF POISON POTION OF POISON
Potion, uncommon Potion, uncommon Potion, uncommon
This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion This concoction looks, smells, and tastes like a potion
of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of of healing or other beneficial potion like a potion of
resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by resistance. However, it is actually poison masked by
illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true illusion magic. An identify spell reveals its true
nature. nature. nature.
When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison When you drink this potion, you take 3d6 poison
damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13 damage, and you must succeed on a DC 13
Constitution saving throw or be poisoned. Constitution saving throw or be poisoned. Constitution saving throw or be poisoned.
At the start of each of your turns while you are At the start of each of your turns while you are At the start of each of your turns while you are
poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison poisoned in this way, you take 3d6 poison
damage. At the end of each of your turns, you damage. At the end of each of your turns, you damage. At the end of each of your turns, you
can repeat the saving throw. On a successful can repeat the saving throw. On a successful can repeat the saving throw. On a successful
save, the poison damage you take on your save, the poison damage you take on your save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison subsequent turns decreases by 1d6. The poison
ends when the damage decreases to 0. ends when the damage decreases to 0. ends when the damage decreases to 0.
Using an action to read the scroll encloses you in Using an action to read the scroll encloses you in
an invisible barrier that extends from you to form an invisible barrier that extends from you to form Ability. When you fail a Dexterity saving
a 5-foot-radius, 10-foot-high cylinder. For 5 a 5-foot-radius, 10-foot-high cylinder. For 5 throw while wearing this ring, you can
minutes, this barrier prevents creatures of the minutes, this barrier prevents creatures of the use your Reaction to expend 1 of its 3
specified type from entering or affecting anything specified type from entering or affecting anything charges to succeed on that saving throw
within the cylinder. The cylinder moves with you within the cylinder. The cylinder moves with you instead.
and remains centred on you. However, if you and remains centred on you. However, if you
This ring has a total of 3 charges, and it
move in such a way that a creature of the move in such a way that a creature of the
regains 1d3 expended charges daily at
specified type would be inside the cylinder, the specified type would be inside the cylinder, the
dawn or after a long rest.
effect ends. A creature can attempt to overcome effect ends. A creature can attempt to overcome
the barrier by using an action to make a DC 15 the barrier by using an action to make a DC 15
Charisma check. On a success, the creature Charisma check. On a success, the creature
ceases to be affected by the barrier. ceases to be affected by the barrier.
RING OF MIND SHIELDING RING OF REGENERATION RING OF WARMTH
Uncommon item Very rare item Uncommon item
Requires Attunement Yes Requires Attunement Yes Requires Attunement Yes
Armor Slot Finger Armor Slot Finger Armor Slot Finger
ROBE OF USEFUL ITEMS ROD OF THE PACT KEEPER +1 SAINT MARKOVIA’S THIGHBONE
Wondrous item, uncommon Rod, Uncommon Melee weapon (mace), rare
Armor Slot Back Requires Attunement Yes Damage 1d6 bludgeoning
Class Warlock Requires attunement Yes
This robe has cloth patches of various shapes and
colors covering it. While you hold the thighbone, it sheds bright light
While wearing the robe, you can use an action to in a 20-foot radius and dim light for an additional
detach one of the patches, causing it to become While holding this rod, you gain a +1 20 feet.
the object or creature it represents. Once the last bonus to spell attack rolls and to the When you hit a fiend or an undead with this
patch is removed, the robe becomes an ordinary saving throw DCs of your warlock spells. magic weapon, that creature takes an extra 2d6
garment.
radiant damage. If the target has 25 hit points or
__ Bag of 100gp
In addition, you can regain one warlock
fewer after taking this damage, it must succeed
spell slot as an action while holding the on a DC 15 Wisdom saving throw or be destroyed.
__ Iron door
rod. You can’t use this property again On a successful save, the creature becomes
__ Wooden ladder until you finish a long rest. Frightened of you until the end of your next turn.
__ Riding Horse
If the thighbone scores one or more hits against a
__ Pit vampire or a vampire spawn in the course of a
__ Rowboat single battle, the thighbone crumbles into dust
once the battle concludes.
__ Spell scroll (Moonbeam)
__ Mastiffs
SCROLL OF MAGIC CIRCLE SCROLL OF MAJOR IMAGE SCROLL OF MASS CURE WOUNDS
Class Cleric, Paladin, Warlock, Wizard Class Bard, Sorcerer, Warlock, Wizard Class Bard, Cleric, Druid
DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster) DC 12 + spell level (if spell lvl > caster)
Duration 1 hour Range 10 ft Duration Concentration, Up to 10 minutes Duration Instantaneous
Creature types Celestials, Elementals, Fey, Fiends, Range 120 feet Range 60 feet
Undead
Major Image. (3rd lvl illusion) Create image of Mass Cure Wounds. 5th lvl evocation
Magic Circle. 3rd lvl abjuration object / creature / visible phenomenon no larger
A wave of healing energy washes out from a point
than 20' cube. Appears at spot you can see within
You create a 10'radius, 20'tall cylinder of magic of your choice within range. Choose up to six
range. It seems completely real (sounds, smells,
creatures in a 30-foot-radius sphere centered on
from a point on the ground you can see within temp. appropriate to thing depicted), but can do
that point. Each target regains hit points equal
range. Circle affects creatures of chosen types: no harm.
to 3d8 + your spellcasting ability modifier.
Can’t willingly enter the cylinder by nonmagical While within range of illusion & can see it, use an
means. Must succeed on a Cha saving throw to This spell has no effect on undead or constructs.
action to move it within 120'. Can alter
use teleportation / interplanar travel to enter. Has appearance / sounds so that its movements
disadvantage on attack rolls against targets appear natural for the image (walking, carrying
on conversation, etc)
within cylinder. Targets within cylinder can’t be
charmed / frightened / possessed by creatures. Illusion is non corporeal. On successful Int
(Investigation) check vs your spell save DC,
When cast, elect to change its magic to operate in
creature then appears translucent & other
the reverse, preventing creature types from
sensory qualities become faint.
leaving the cylinder and protecting targets
outside it.
Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your
weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition.
Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or
other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the
battle, you can recover half your expended battle, you can recover half your expended battle, you can recover half your expended
Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the
battlefield. battlefield. battlefield.
Silvered. This weapon is effective Silvered. This weapon is effective Silvered. This weapon is effective
against Monsters that have immunity against Monsters that have immunity against Monsters that have immunity
or resistance to nonmagical weapons. or resistance to nonmagical weapons. or resistance to nonmagical weapons.
Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your
weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition.
Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or
other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the
battle, you can recover half your expended battle, you can recover half your expended battle, you can recover half your expended
Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the
battlefield. battlefield. battlefield.
Silvered. This weapon is effective Silvered. This weapon is effective Silvered. This weapon is effective
against Monsters that have immunity against Monsters that have immunity against Monsters that have immunity
or resistance to nonmagical weapons. or resistance to nonmagical weapons. or resistance to nonmagical weapons.
SILVERED BOLT SILVERED BOLT SILVERED BOLT
Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon
Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your Crossbow Bolt. Each time you Attack with your
weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition. weapon, you expend one piece of Ammunition.
Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or Drawing the Ammunition from a Quiver, case, or
other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the other container is part of the Attack. At the end of the
battle, you can recover half your expended battle, you can recover half your expended battle, you can recover half your expended
Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the Ammunition by taking a minute to Search the
battlefield. battlefield. battlefield.
Silvered. This weapon is effective Silvered. This weapon is effective Silvered. This weapon is effective
against Monsters that have immunity against Monsters that have immunity against Monsters that have immunity
or resistance to nonmagical weapons. or resistance to nonmagical weapons. or resistance to nonmagical weapons.
Crossbow Bolt. Each time you Attack with your Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon,
weapon, you expend one piece of Ammunition. you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
Drawing the Ammunition from a Quiver, case, or Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
other container is part of the Attack. At the end of the is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can
battle, you can recover half your expended recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
Ammunition by taking a minute to Search the minute to Search the battlefield. minute to Search the battlefield.
battlefield.
You have a +1 bonus to attack and You have a +1 bonus to attack and
Silvered. This weapon is effective damage rolls made with this piece of damage rolls made with this piece of
against Monsters that have immunity magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
or resistance to nonmagical weapons. the ammunition is no longer magical. the ammunition is no longer magical.
Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon,
you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can
recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
minute to Search the battlefield. minute to Search the battlefield. minute to Search the battlefield.
You have a +1 bonus to attack and You have a +1 bonus to attack and You have a +1 bonus to attack and
damage rolls made with this piece of damage rolls made with this piece of damage rolls made with this piece of
magic ammunition. Once it hits a target, magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
the ammunition is no longer magical. the ammunition is no longer magical. the ammunition is no longer magical.
SLING BULLET +1 SLING BULLET +1 SLING BULLET +1
Ammunition, uncommon Ammunition, uncommon Ammunition, uncommon
Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon,
you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can
recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
minute to Search the battlefield. minute to Search the battlefield. minute to Search the battlefield.
You have a +1 bonus to attack and You have a +1 bonus to attack and You have a +1 bonus to attack and
damage rolls made with this piece of damage rolls made with this piece of damage rolls made with this piece of
magic ammunition. Once it hits a target, magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
the ammunition is no longer magical. the ammunition is no longer magical. the ammunition is no longer magical.
Sling Bullet. Each time you Attack with your weapon, Sling Bullet. Each time you Attack with your weapon, This viscous, milky-white substance can form a
permanent adhesive bond between any two
you expend one piece of Ammunition. Drawing the you expend one piece of Ammunition. Drawing the
objects. It must be stored in a jar or flask that has
Ammunition from a Quiver, case, or other container Ammunition from a Quiver, case, or other container
been coated inside with oil of slipperiness. When
is part of the Attack. At the end of the battle, you can is part of the Attack. At the end of the battle, you can found, a container contains 1d6 + 1 ounces.
recover half your expended Ammunition by taking a recover half your expended Ammunition by taking a
One ounce of the glue can cover a 1-foot square
minute to Search the battlefield. minute to Search the battlefield. surface. The glue takes 1 minute to set. Once it
has done so, the bond it creates can be broken
You have a +1 bonus to attack and You have a +1 bonus to attack and only by the application of universal solvent or oil
damage rolls made with this piece of damage rolls made with this piece of of etherealness, or with a wish spell.
magic ammunition. Once it hits a target, magic ammunition. Once it hits a target,
the ammunition is no longer magical. the ammunition is no longer magical.
Attunement Owner must forgo a long rest to Attunement Owner must forgo a long rest to
Tome of Understanding. This book perform a ritual to retrieve the spells & copy to perform a ritual to retrieve the spells & copy to
contains intuition and insight exercises, another source, but can only retrieve as many another source, but can only retrieve as many
and its words are charged with magic. as their Intelligence modifier (minimum of 1). as their Intelligence modifier (minimum of 1).
If you spend 48 hours over a period of 6 Calamitous Master's Librium. This leather-bound The Gilded Inscriptions. This leather-bound
days or fewer studying the book's spellbook crackles with magic energy & contains spellbook crackles with magic energy & contains
thick vellum pages inscribed with various spells: thick vellum pages inscribed with various spells:
contents and practicing its guidelines,
your Wisdom score increases by 1, as Cantrips: acid splash, fire bolt, light, mage hand, Cantrips: fire bolt, light, mage hand,
does your maximum for that score. The mending, prestidigitation prestidigitation
manual then loses its magic, but regains 1st level: detect magic, mage armor, magic missile, 1st level: detect magic, mage armor, magic missile,
it in a century. shield, thunderwave shield
2nd level: darkvision, levitate, misty step, 2nd level: misty step, suggestion
suggestion
3rd level: counterspell, fireball, fly
3rd level: animate dead, counterspell, fireball, fly,
4th level: greater invisibility, ice storm
glyph of warding
5th level: cone of cold
4th level: blight, greater invisibility, ice storm
5th level: teleportation circle