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Spellbooks &

Locaction Consumables Scrolls Magic Items/Specials


1 - Goblin
Healing (x2)
Arrows
2 - Phandalin Healing (x3)
Augury Charm
Redbrand Healing (x3)
A +1 longsword

Person

Hideout Invisibility Staff of Defense


Fireball
3 - The Spider's
Web
Old Owl Well Healing Darkness Ring of Protection
Ruins of Healing
Misty Step

Hew (+1 Battleaxe)


Thundertree Flying Lightning Bolt
Wyvern Tor
Cragmaw Silence
Healing (x4)
Castle Revivify
Boots of Striding and
Springing

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

By casting gem-inlaid sticks, rolling dragon bones, laying


out ornate cards, or employing some other divining tool*,
you receive an omen from an otherworldly entity about the
results of a specific course of action that you plan to take
within the next 30 minutes. The GM chooses from the
following possible omens:
Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible
circumstances that might change the outcome, such as the
casting of additional spells or the loss or gain of a
companion.
If you cast the spell two or more times before
completing your next long rest, there is a cumulative 25
percent chance for each casting after the first that you get a
random reading. The GM makes this roll in secret.
Charm Person

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

You attempt to charm a humanoid you can see within


range. It must make a Wisdom saving throw, and does so
with advantage if you or your compan­ions are fighting it. If
it fails the saving throw, it is charmed by you until the spell
ends or until you or your companions do anything harmful
to it. The charmed creature regards you as a friendly
acquaint­ance. When the spell ends, the creature knows it
was charmed by you.

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

A bright streak flashes from your pointing finger to a point


you choose within range and then blossoms with a low roar
into an explosion of flame. Each creature in a 20-foot-radius
sphere centered on that point must make a Dexterity saving
throw. A target takes 8d6 fire damage on a failed save, or
half as much damage on a successful one.
The fire spreads around corners. It ignites flammable
objects in the area that aren't being worn or carried.
Dearest Casso,
My spies in the north tell me that strangers are
soon due to arrive in Orton. They could be working
for the dwarves. Capture them if you can, kill them if
you must, but don’t allow them to upset our plans.
See that any dwarven maps in their possession are
delivered to me with haste. I’m counting on you,
Casso. Don’t disappoint me.
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.
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.

Mage Armor 1 Action

You touch a willing creature who isn't wearing armor, and


the protective magical force surrounds it until the spell
ends. The target's base AC becomes 13 + its Dex modifier.
The spell ends if the target dons armor or if you dismiss the
spell as an action.

Shield 1 Reaction*

An invisible barrier of magical force appears and protects


you. Until the start of you next turn, you have a +5 bonus of
AC, including against the triggering attack, and you take no
damage of magic missle(s).
* - which you take when you are hit by an attack or targeted
by the magic missle spell
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.
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

Magical darkness spreads from a point you choose within


range to fill a 15-foot-radius sphere for the duration. The
darkness spreads around corners. A creature with darkvision
can't see through this darkness, and nonmagical light can't
illuminate it.
If the point you choose is on an object you are holding or
one that isn't being worn or carried, the darkness emanates
from the object and moves with it. Completely covering the
source of the darkness with an opaque object, such as a
bowl or a helm, blocks the darkness.
If any of this spell's area overlaps with an area of light
created by a spell of 2nd level or lower, the spell that
created the light is dispelled.
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 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

A stroke of lightning forming a line 100 feet long and 5


feet wide blasts out from you in a direction you choose.
Each creature in the line must make a Dexterity saving
throw. A creature takes 8d6 lightning damage on a failed
save, or half as much damage on a successful one. The
lightning ignites flammable objects in the area that aren't
being worn or carried.
Misty Step

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

Briefly surrounded by silvery mist, you teleport up to 30


feet to an unoccupied space that you can see.
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.
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

For the duration, no sound can be created within or pass


through a 20-foot-radius sphere centered on a point you
choose within range. Any creature or object entirely inside
the sphere is immune to thunder damage, and creatures are
deafened while entirely inside it. Casting a spell that
includes a verbal component is impossible there.

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)

You have a +1 bonus to attack and damage rolls made with


Lightbringer. This is a magic weapon.
This +1 mace was made for a cleric of Lathander, the god of dawn.
The head of the mace is shaped like a sunburst and made of solid
brass. Named Lightbringer, this weapon glows as bright as a torch
when its wielder commands. While glowing, the mace deals an extra
1d6 radinat damage to undead creatures.
Dragonguard
Armor (medium), rare (+1)
You have a bonus to AC while wearing this armor.
Armor Armor Class (AC)
Breastplate 14 + Dex modifier (max 2)

Strength Stealth Weight


— — 20 lb.

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)

The top of this black, adamantine staff is shaped like a spider.


Spider Staff
Quarterstaff, uncommon (requires attunment)
Damage Weight Properties
1d6 bludgeoning 8 lb. Versatile (1d8)

The top of this black, adamantine staff is shaped like a spider.


The stff can be wielded as a quarterstaff. It deals 1d6 extra poison
damage on a hit when used to make a weapon attack.
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:
spider climb (1 charge) or web (2 charges, spell save DC 15). No
components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you
expend the staff's last charge, roll a d20. On a 1, the staff shatters and
is destroyed.

Spider Climb 1 Action

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.

Wand of Magic Missiles


Wand, uncommon
This wand has 7 charges. While holding it, you can use an action to
expend 1 or more of its charges to cast the magic missile spell from it.
For 1 charge, you cast the 1st level verson of the spell. You can increse
the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you
expend the wand's last charge, roll a d20. On a 1, the wand crumbles
into ashes and is destroyed.

Magic Missile 1 Action

Range: 120 feet


You create three clowing darts of magical force. Each dart
hits a creature of your choice that you can see within range.
a dart deals 1d4 + 1 force damage to its target. The darts all
strike simultan-eously, and you can direct them to hit one
creature of several.
Charges Spent Number of Darts
1 3
2 4
3 5
4 6
5 7
6 8
7 9
 

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