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Random loot box pre rolled gear - https://5e.tools/lootgen.

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Vendor to be located on an external wall of map players will have to travel to to cash in points for items.
Beside the shop will be a Random chest that players can gamble 500 points to roll a D100 for a random
item ranging from common to legendary.

Loot box, 1d100 (cost 500 points to open)

1-40 common items / weapons and armor

41-60 uncomon magical weapons and armors

61-80 rare magical weapons and armors

81-90 very rare magical weapons and armors

91-100 Legendary magical weapons and armors

Pre rolled items listed below

Common Items

Tangler Grenade

A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An
as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10
feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by
sticky white webs. As an action, a creature can try to free itself or another creature within its reach from
the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the
webs produced by a single tangler grenade. Otherwise, the webs dissol

Mastiff

12AC - 5HP - speed 40 ft

+3 hit 1d6+1 piercing dmg and DC11 Str saving throw or knocked prone

Pike

1d10dmg reach - 2handed

Camel

9 AC - 15HP - Speed 40 feet

+5 hit 1d4dmg

Monster Hunters Pack


Uncommon items

Ring of compelled duel

3charges - bonus action to use 1 charge to cast compelled duel

Barrier Tattoo (Small)

while not wearing armour AC is 12 + Dex bonus

Spell Gem (Obsidian)

Choose 1 cantrip of your choice, you can use an action while holding the spell gem to cast the cantrip.

An obsidian spell gem can only store cantrips. Cantrips cast from the spell gem have a save DC of 13 and
an attack bonus of +5.

Wand of Entangle

7 charges - use an action to spend 1 charge to cast Entangle - DC13

Rare items

Stirring Dragon's Wrath Weapon

+1 martial weapon of users choice

on hit +1d6 fire damage, on critical hit, all creatures within 5 feet take an extra 2d10 fire damage

Spider Staff

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be
attuned to the staff to gain its benefits and cast its spells. The staff 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.

Dodecahedron of Doom

This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its
pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click
whenever the die is cast.
The dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the
die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no
eligible target is within range, nothing happens. Spells cast by the dodecahedron require no
components. Roll a d12 and consult the following table to determine the effect:

d12 effect

1-2 The dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die
must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as
much damage on a successful one.

3-4 The dodecahedron casts light on itself. The effect lasts until a creature touches the die.

5-6 The dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it
that doesn't have total cover against the attack.

7-8 The dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it.

9-10 The dodecahedron casts darkness on itself. The effect has a duration of 10 minutes.

11-12 The next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1
hour.

Barrier Tatoo (Medium)

Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity
modifier (maximum of +2). You can use a shield and still gain this benefit.

Very Rare

Hunter's Coat

You have a +1 bonus to AC while wearing this armor.

The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit
points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target.

Spell Gem (Topaz)

Pick 1 6th level spell from any class. use an action to cast - item is destroyed in process.

A topaz spell gem can store up to 6th level spells. Spells cast from the spell gem have a save DC of 17
and an attack bonus of +10.
Illusionist's Bracers

While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to
cast that cantrip a second time.

Peregrine Mask

You have a flying speed of 60 feet and advantage on initiative rolls.

Legendary

Rakdos Riteknife

You gain a +1 bonus to attack and damage rolls made with this magic weapon. Its blade is cruelly
serrated, and its hilt resembles a demonic head and wings. Whenever you slay a creature with an attack
using the dagger, the creature's soul is imprisoned inside the dagger, and that creature can be restored
to life only by a wish spell. The dagger can hold a maximum of five souls.

For each soul imprisoned in the dagger, your attacks with it deal an extra 1d4 necrotic damage on a hit.
While the dagger is within 5 feet of you, your dreams are haunted by whispers from the trapped souls.

The dagger has the following additional properties.

Siphon Vitality. As a bonus action, you can release any number of stored souls from the dagger to regain
1d10 hit points per soul released.

Annihilation. If the dagger holds five souls, you can use this property: As a reaction immediately after
you hit a creature with the dagger and deal damage to that target, you can release all five souls. If the
target now has fewer than 75 hit points, it must succeed on a DC 15 Constitution saving throw or die. If
the target dies, you can't use this property again until you finish a long rest.

Blood Fury Tattoo

Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While
this tattoo is on your skin, you gain the following benefits:

When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic
damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.

When a creature you can see damages you, you can expend a charge and use your reaction to make a
melee attack against that creature, with advantage on your attack roll.

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