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Person
Gauntlets of Ogre
Power
Wand of Magic
4 - Wave Echo Vitality
Missles
Cave Healing
Lightbringer (+1
mace)
Dragonguard (+1
breastplate)
Spider Staff
Revivify
Potions
Healing (x15) Items
Invisibility A +1 longsword
Vitality Staff of Defense
Flying Ring of Protection
Hew (+1 Battleaxe)
Scrolls Boots of Striding and
Augury Springing
Charm Person Gauntlets of Ogre Power
Fireball Wand of Magic Missles
Darkness Lightbringer (+1 mace)
Misty Step Dragonguard (+1 breastplate)
Lightning Bolt Spider Staff
Silence
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated
Potion of Invisibility
Potion, very rare
This potion's container looks empty but feels as though it holds liquid.
When you drink it, you become invisible for 1 hour. Anything you wear
or carry is invisible with you. The effect ends early if you attack or cast
a spell.
Invisible
An invisible creature is impossible to see with-out the
aid of magic or a special sense. For the purpose of
hiding, the creature is heavily ob-scured. The creature's
location can be detected by any noise it makes or any
tracks it leaves.
Attack rolls against the creature have disadvant-age, and
the creature's attack rolls have advant-age.
Augury
T
his spell scroll bears the words of the Augury spell,
written in a mystical cipher. Augury is only usable by a
Cleric. Clerics can use an action to read the scroll and
cast the spell without having to provide any of the
spell's components. Otherwise, the scroll is
unintelligible.
If the spell a higher level than you can normally cast, you must make
an ability check using your spell casting ability to determine whether
you cast it successfully. The DC equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
2nd Uncommon
Class List
Cleric
LEVEL RANGE/AREA
2nd Self
DURATION SCHOOL
Instantaneous Divination
ATTACK/SAVE DAMAGE/EFFECT
None Foreknowledge
T
his spell scroll bears the words of the Charm Person
spell, written in a mystical cipher. If the spell is on your
class's spell list, you can use an action to read the scroll
and cast its spell without having to provide any of the
spell's components. Otherwise, the scroll is
unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
1st Uncommon
Class List
Bard, Druid, Sorcer, Warlock, Wizard
LEVEL RANGE/AREA
1st 30 ft.
DURATION SCHOOL
1 Hour Enchantment
ATTACK/SAVE DAMAGE/EFFECT
WIS Save Charmed
Charmed
A charmed creature can't attack the charmer or target
the charmer with harmful abilities or magical effects.
The charmer has advantage on any ability check to
interact socially with the creature.
Fireball
T
his spell scroll bears the words of the Fireball spell,
written in a mystical cipher. If the spell is on your class's
spell list, you can use an action to read the scroll and
cast its spell without having to provide any of the spell's
components. Otherwise, the scroll is unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
3rd Uncommon
Class List
Sorcer, Wizard
LEVEL RANGE/AREA
3rd 150 ft (20 ft sphere )
DURATION SCHOOL
Instantaneous Evocation
ATTACK/SAVE DAMAGE/EFFECT
DEX Save Fire
You have a +1 bonus to attack and damage rolls made with Talon. This
is a magic weapon.
The sword is inscribed with the name "Talon," and its hilt is in the of
a bird of prey with outspread wings. It comes with a silver-chased
scabbard.
Longsword, +1
+1 Weapon (longsword), uncommon
Damage Weight Properties
1d8 slashing 3 lb. Versatile (1d10)
You have a +1 bonus to attack and damage rolls made with Talon. This
is a magic weapon.
The sword is inscribed with the name "Talon," and its hilt is in the of
a bird of prey with outspread wings. It comes with a silver-chased
scabbard.
*It once belonged to a great knight named Aldith Tresendar, known
as the Black Hawk. Sir Atdith died fighting off ores that attacked
through the hidden caverns below his manor. *
Bottle of Mercury, Small
Reagent, rare
Value: 25 gp
This reagent is used by an apothecary or alchemist.
Bottle of Dragon Bile, Small
Reagent, rare
Value: 25 gp
This reagent is used by an apothecary or alchemist.
Bottle of Powedered Nightshade, Small
Reagent, rare
Value: 25 gp
This reagent is used by an apothecary or alchemist.
Glass Staff
Staff, uncommon (requires attunment)
This slender, hollow staff is made of glass yet is as strong as oak.
Staff of Defense
Staff, rare (requires attunment by a spell caster)
This slender, hollow staff is made of glass yet is as strong as oak.
While holding the staff, you have a +1 bonus to you Armor Class.
The staff has 10 charges, which are used to fuel the spells within it.
With the staff in hand, you can use your action to cast one of the
following spells from the staff if the spell is on your class's spell list:
mage armor (1 charge) or shield (2 charges). No components are
required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you
expend the staff's last charge, roll a d20. On a 1, the staff shatters and
is destroyed.
Shield 1 Reaction*
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Darkness
T
his spell scroll bears the words of the Darkness spell,
written in a mystical cipher. If the spell is on your class's
spell list, you can use an action to read the scroll and
cast its spell without having to provide any of the spell's
components. Otherwise, the scroll is unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
2nd Uncommon
Class List
Sorcer, Warlock, Wizard
LEVEL RANGE/AREA
2nd 60 ft (15 ft sphere )
DURATION SCHOOL
10 Minutes Evocation
ATTACK/SAVE DAMAGE/EFFECT
None Control
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed equal to your
walking speed for 1 hour and can hover. If you're in the air when the
potion wears off, you fall unless you have some other means of staying
aloft. This potion's clear liquid floats at the top of its container and has
cloudy white impurities drifting in it.
Hew
+1 Weapon (battleaxe), uncommon
Damage Weight Properties
1d8 slashing 4 lb. Versatile (1d10)
You have a +1 bonus to attack and damage rolls made with this magic
weapon.
This battleaxe is a rusty old battleaxe of dwarven manufacture.
There are runes in Dwarvish on the axe head. Whoever carries the axe
feels uneasy whenever he or she travels through a forest.
Hew (Hew)
+1 Weapon (battleaxe), uncommon
Damage Weight Properties
1d8 slashing 4 lb. Versatile (1d10)
You have a +1 bonus to attack and damage rolls made with Hew. This
is a magic weapon.
This battleaxe is a rusty old battleaxe of dwarven manufacture.
Runes in Dwarvish on the axe head read "Hew", and the rust is
misleading. This battleaxe deals maximum damage when the wielder
hits a plant creature or an object made of wood. The axe's creator was
a dwarf smith who feuded with the dryads of a forest when he cut
firewood. Whoever carries the axe feels uneasy whenever he or she
travels through a forest.
Lightning Bolt
T
his spell scroll bears the words of the Ligthing Bolt
spell, written in a mystical cipher. If Ligthing Bolt is on
your class's spell list, you can use an action to read the
scroll and cast its spell without having to provide any of
the spell's components. Otherwise, the scroll is
unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity Save DC
3rd Uncommon 15
Class List
Sorcerer, Wizard
LEVEL RANGE/AREA
3rd Self (100 ft straight line )
DURATION SCHOOL
Instantaneous Evocation
ATTACK/SAVE DAMAGE/EFFECT
DEX Save Lightning
T
his spell scroll bears the words of the Misty Step spell,
written in a mystical cipher. If Misty Step is on your
class's spell list, you can use an action to read the scroll
and cast its spell without having to provide any of the
spell's components. Otherwise, the scroll is
unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
2nd Uncommon
Class List
Sorcerer, Warlock, Wizard
LEVEL RANGE/AREA
2nd Self
DURATION SCHOOL
Instantaneous Conjuration
ATTACK/SAVE DAMAGE/EFFECT
None Teleportation
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Revivify
T
his spell scroll bears the words of a Revivify, written in
a mystical cipher. If Revivify is on your class's spell list,
you can use an action to read the scroll and cast its
spell without having to provide any of the spell's
components. Otherwise, the scroll is unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
3rd Uncommon
Class List
Cleric, Paladin
LEVEL RANGE/AREA
3rd Touch
DURATION SCHOOL
Instantaneous Necromancy
ATTACK/SAVE DAMAGE/EFFECT
None Healing
You touch a creature that has died within the last minute.
That creature returns to life with 1 hit point. This spell can't
return to life a creature that has died of old age, nor can it
restore any missing body parts.
Silence
T
his spell scroll bears the words of the Silence spell,
written in a mystical cipher. If the spell is on your class's
spell list, you can use an action to read the scroll and
cast its spell without having to provide any of the spell's
components. Otherwise, the scroll is unintelligible.
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 spell
casting ability to determine whether you cast it successfully. The DC
equals 10 + the spell's level. 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.
The level of the spell on the scroll determines the spell's saving
throw DC and attack bonus, as well as the scroll's rarity, as shown
below.
Spell Level Rarity
2nd Uncommon
Class List
Bard, Cleric, Ranger
LEVEL RANGE/AREA
2nd 120 ft (20 ft sphere)
DURATION SCHOOL
10 Minutes Illusion
ATTACK/SAVE DAMAGE/EFFECT
None Control
Deafened
A deafened creature can't hear and automatically fails any
ability check that requires hearing.
Potion of Healing
Potion, rarity varies
Potion of… Rarity HP Regained
Healing Common 2d4 + 2
You regain points when you drink this potion. The potion's red liquid
glimmers when agitated.
Potion of Vitality
Potion, very rare
When you drink this potion, it removes any exhaustion you are
suffering and cures any disease of poison affection you. For the next
24 hours, you regain the maximum number of any Hit Die you spend.
The potion's crimson liquid regularly pulses with dull light, calling to
mind a heart beat.
Boots of Striding and Springing
Wonderous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet,
unless your walking speed is higher, and your speed isn't reduced if
you are encumbered or wearing heavy armor. In addition, you can
jump three time the normal distance, thought you can't jump farther
than your remaining movement would allow.
Gauntlets of Ogre Power
Wondrous item, uncommon (require attunemnet)
Your Strength score is 19 while you wear these gauntlets. They have
no effect on you if your Strength is already 19 or higher.
Lightbringer
Weapon (mace), uncommon (+1)
Damage Weight Properties
1d8 slashing 3 lb. Versatile (1d10)
This +1 breastplate has a gold dragon motif worked into its design.
Created for a human hero of Neverwinter named Tergon, it grants its
wearer advantage on saving throws a-gainst the breath weapons of
creatures that have the dragon type.
Don Doff
5 minutes 1 Minute
Don. This is the time it takes to put on armor. You benefit from the
armor's AC only if you take the full time to don the suit of armor.
Doff. This is the time it takes to take off armor. If you have help,
reduce this time by half.
Spider Staff
Quarterstaff, uncommon (requires attunment)
Damage Weight Properties
1d6 bludgeoning 8 lb. Versatile (1d8)
Duration: 1 hour
Until the spell ends, one willing creature you touch gains
the ability to move up, down, and across vertical surfaces
and upside down along ceilings, while leaving its hans free.
The target also gains a climbing speed equal to its walking
speed.
Web 1 Action
Range: 60 feet
Duration: 1 hour
You conjure a mass of thick, sticky webbing at a point of
your choice within range. The webs fill a 20- foot cube
from that point for the duration. The webs are difficult
terrain and lightly obscure their area.
If the webs aren't anchored between two solid masses
(such as walls or trees) or layered across a floor, wall, or
ceiling, the conjured web collapses on itself, and the spell
ends at the start of your next turn. Webs layered over a flat
surface have a depth of 5 feet.
Each creature that starts its turn in the webs or that
enters them during its turn must make a Dex-terity saving
throw. On a failed save, the creature is restrained as long as
it remains in the webs or until it breaks free.
A creature restrained by the webs can use its action to
make a Strength check against your spell save DC. If it
succeeds, it is no longer restrained.
The webs are flammable. Any 5-foot cube of webs
exposed to fire burns away in 1 round, deal-ing 2d4 fire
damage to any creature that starts its turn in the fire.
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