Phil N Blank

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Attunement face_retouching_natural

check_box Gauntlets of Ogre Power
check_box Helm of Telepathy
check_box Amulet of Proof Against Detection and Location
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Held or Worn

Name (Show Description) Description Weight Value Quantity Do Stuff
Dagger 4 lbs 8 Gp 4 delete
Rapier 2 lbs 25 Gp 1 delete
Saplite Dagger +1 You have a bonus to attack and damage rolls made with this magic weapon. 1 lbs 300 Gp 1 delete
Shortbow 2 lbs 25 Gp 1 delete
Studded Leather Armor 13 lbs 45 Gp 1 delete
Amulet of Proof Against Detection and Location While wearing this amulet, you are hidden from divination magic. You can not be targeted by such magic or perceived through magical scrying sensors. 200 Gp 1 delete
Gauntlets of Ogre Power Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. 1 delete
Helm of Telepathy While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn. 1 delete
Clothes, traveler's 4 lbs 2 Gp 1 delete
Potion of Healing You regain 2d4+2 hit points when you drink this potion. The potions red liquid glimmers when agitated. 100 Gp 2 delete
Redbrand Key 1 edit delete
Waterskin 5 lbs 2 Sp 1 delete
Backpack work_outline 5 lbs 2 Gp 1 delete
Quiver work_outline A Quiver can hold up to 20 Arrows. 1 lbs 1 Gp 1 delete
Bag of Holding work_outline This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-­â€â€‘way only and can’t be reopened. 15 lbs 400 Gp 1 delete

undoBackpack

Name (Show Description) Description Weight Value Quantity Do Stuff
Blanket 3 lbs 5 Sp 1 delete
Candle For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 1 Cp 1 delete
Disguise Kit This pouch of cosmetics, hair dye, and small props lets you create disguises that change your physical appearance. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a visual disguise. 3 lbs 25 Gp 1 delete
Fishing tackle This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 4 lbs 1 Gp 1 delete
Flute Proficiency with this Instrument lets you can add your Proficiency Bonus to Ability Checks you make to play music with the Instrument. A bard can use a musical Instrument as a Spellcasting focus. 1 lbs 2 Gp 1 delete
Ink pen 2 Cp 1 delete
Ink (1 ounce bottle) 10 Gp 1 delete
Kit, mess 1 lbs 2 Gp 1 delete
Lamp A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. 1 lbs 5 Sp 1 delete
Parchment (one sheet) 9 Sp 9 delete
Potion of Greater Healing You regain 4d4+4 hit points when you drink this potion. The potions red liquid glimmers when agitated. 200 Gp 1 delete
Rations (1 day)  Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 6 lbs 1 Gp 5 Sp 3 delete
Rope, hempen (50 feet) Rope, whether made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check. 10 lbs 1 Gp 1 delete
Sealing wax 5 Sp 1 delete
Shovel 5 lbs 2 Gp 1 delete
Tinderbox This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute. 1 lbs 5 Sp 1 delete
Torch A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee Attack with a burning torch and hit, it deals 1 fire damage. 5 lbs 5 Cp 5 delete

undoQuiver

Name (Show Description) Description Weight Value Quantity Do Stuff
Arrows (Ammunition) 1.3 lbs 1 Gp 3 Sp 26 delete

undoBag of Holding

Name (Show Description) Description Weight Value Quantity Do Stuff
Bedroll 7 lbs 1 Gp 1 delete
Jug or Pitcher 4 lbs 2 Cp 1 delete
Pot, iron 10 lbs 2 Gp 1 delete
Rope of Climbing This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. 150 Gp 1 delete
Tent, two-person A simple and portable canvas shelter, a tent sleeps two. 20 lbs 2 Gp 1 delete
Waterskin 20 lbs 8 Sp 4 delete

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Name Description Weight (lbs) Value (Gp) Do Stuff
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