Items

Name Weight Value Equipable Description add_circle_outline
Club 2 1 Sp Yes
Dagger 1 2 Gp Yes
Greatclub 10 2 Sp Yes
Handaxe 2 5 Gp Yes
Javelin 2 5 Sp Yes
Light hammer 2 2 Gp Yes
Mace 4 5 Gp Yes
Quarterstaff 4 2 Sp Yes
Sickle 0 1 Gp Yes
Spear 3 1 Gp Yes
Light Crossbow 5 25 Gp Yes
Dart 0.25 5 Gp Yes
Shortbow 2 25 Gp Yes
Sling Ranged 0 1 Sp Yes
Battleaxe 4 10 Gp Yes
Flail 2 10 Gp Yes
Glaive 6 20 Gp Yes
Greataxe 7 30 Gp Yes
Greatsword 6 50 Gp Yes
Halberd 6 20 Gp Yes
Lance 6 10 Gp Yes
Longsword 3 15 Gp Yes
Maul 10 10 Gp Yes
Morningstar 4 15 Gp Yes
Pike 18 5 Gp Yes
Rapier 2 25 Gp Yes
Scimitar 3 25 Gp Yes
Shortsword 2 10 Gp Yes
Trident 4 5 Gp Yes
War pick 2 5 Gp Yes
Warhammer 2 15 Gp Yes
Whip 3 2 Gp Yes
Blowgun 1 10 Gp Yes
Hand Crossbow 3 75 Gp Yes
Heavy Crossbow 18 50 Gp Yes
Longbow 2 50 Gp Yes
Net 3 1 Gp Yes
Padded Armor 8 5 Gp Yes
Leather Armor 10 10 Gp Yes
Studded Leather Armor 13 45 Gp Yes
Hide Armor 12 10 Gp Yes
Chain Shirt 20 50 Gp Yes
Scale Mail Armor 45 50 Gp Yes
Breastplate Armor 20 400 Gp Yes
Half Plate Armor 40 750 Gp Yes
Ring Mail 40 30 Gp Yes
Chain Mail 55 75 Gp Yes
Splint Armor 60 200 Gp Yes
Plate Armor 65 1,500 Gp Yes
Shield 6 10 Gp Yes
Abacus 2 2 Gp No
Acid (vial) 1 25 Gp No
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a creature or object, treating the acid as an Improvised Weapon. On a hit, the target takes 2d6 acid damage.
Alchemist's fire (flask) 1 50 Gp No
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged Attackagainst a creature or object, treating the Alchemist's Fire as an Improvised Weapon. On a hit, the target takes 1d4 fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
Arrows (Ammunition) 0.05 5 Cp No
Blowgun Needles (Ammunition) 0.02 2 Cp No
Crossbow bolts (Ammunition) 0.075 5 Cp No
Sling bullets (Ammunition) 0.075 No
Antitoxin (vial) 0 50 Gp No
A creature that drinks this vial of liquid gains advantage on Saving Throwsagainst poison for 1 hour. It confers no benefit to Undead or constructs.
Crystal (Arcane Focus) 1 10 Gp No
An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus.
Orb (Arcane Focus) 3 20 Gp No
An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus.
Rod (Arcane Focus) 2 10 Gp No
An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus.
Staff (Arcane Focus) 4 5 Gp No
An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus.
Wand (Arcane Focus) 1 10 Gp No
An arcane focus is a Special item designed to channel the power of arcane Spells. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting focus.
Backpack 5 2 Gp No
Ball bearings (bag of 1,000) 2 1 Gp No
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.
Barrel 70 2 Gp No
Basket 2 4 Sp No
Bedroll 7 1 Gp No
Bell 0 1 Gp No
Blanket 3 5 Sp No
Block and tackle 5 1 Gp No
A set of pulleys with a cable threaded through them and a hook to attach to Objects, a Block and tackle allows you to hoist up to four times the weight you can normally lift.
Book 5 25 Gp No
A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on Gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of Spells is a Spellbook(described later in this section).
Bottle, glass 2 2 Gp No
Bucket 2 5 Cp No
Caltrops (bag of 20) 2 1 Gp No
As an action, you can spread a bag of Caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.
Candle 0 1 Cp No
For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
Case, crossbow bolt 1 1 Gp No
This wooden case can hold up to twenty Crossbow bolts.
Case, map or scroll 1 1 Gp No
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of Parchment.
Chain (10 feet) 10 5 Gp No
A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check.
Chalk (1 piece) 0 1 Cp No
Chest 25 5 Gp No
Clothes, Common 3 5 Sp No
Clothes, costume 4 5 Gp No
Clothes, fine 6 15 Gp No
Clothes, traveler's 4 2 Gp No
Component pouch 2 25 Gp No
A Component pouch is a small, watertight leather belt pouch that has compartments to hold all the material Components and other Special items you need to cast your Spells, except for those Components that have a specific cost (as indicated in a spell's description).
Crowbar 5 2 Gp No
Using a Crowbar grants advantage to Strength Checks where the crowbar's leverage can be applied.
Sprig of mistletoe (Druid Focus) 0 1 Gp No
A druid can use such this as a Spellcasting focus.
Totem (Druid Focus) 0 1 Gp No
A druid can use such this as a Spellcasting focus.
Wooden staff (Druid Focus) 4 5 Gp No
A druid can use such this as a Spellcasting focus.
Yew wand (Druid Focus) 1 10 Gp No
A druid can use such this as a Spellcasting focus.
Fishing tackle 4 1 Gp No
This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
Flask 1 2 Cp No
Tankard 1 2 Cp No
Grappling hook 4 2 Gp No
Hammer 3 1 Gp No
Hammer, sledge 10 2 Gp No
Amulet (Holy Symbol) 1 5 Gp No
A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield.
Emblem (Holy Symbol) 0 5 Gp No
A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield.
Reliquary (Holy Symbol) 2 5 Gp No
A holy Symbol is a representation of a god or pantheon. A Cleric or Paladin can use a holy Symbol as a Spellcasting focus. To use the Symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a Shield.
Holy Water (flask) 1 25 Gp No
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the Holy Water as an Improvised Weapon. If the target is a fiend or Undead, it takes 2d6 radiant damage. A Cleric or Paladin may create Holy Water by performing a Special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
Hourglass 1 25 Gp No
Hunting trap 25 5 Gp No
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its Movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
Ink (1 ounce bottle) 0 10 Gp No
Ink pen 0 2 Cp No
Jug or Pitcher 4 2 Cp No
Kit, climber's 12 25 Gp No
Kit, healer's 3 5 Gp No
Kit, mess 1 2 Gp No
Ladder (10-foot) 25 1 Sp No
Lamp 1 5 Sp No
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.
Lantern, bullseye 2 10 Gp No
A Bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.
Lantern, hooded 2 5 Gp No
A Hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
Lock 1 10 Gp No
A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your GM may decide that better locks are available for higher prices.
Magnifying glass 0 100 Gp No
This lens allows a closer look at small Objects. It is also useful as a substitute for flint and steel when starting fires. Lighting a fire with a Magnifying glassrequires light as bright as sunlight to focus, tinder to Ignite, and about 5 minutes for the fire to Ignite. A Magnifying glass grants advantage on any ability check made to appraise or inspect an item that is small or highly detailed.
Manacles 6 2 Gp No
These metal restraints can bind a Small or Medium creature. Escaping the Manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of Manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 Hit Points.
Mirror, steel 0.5 5 Gp No
Oil (flask) 1 1 Sp No
 Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged Attack against a target creature or object, treating the oil as an Improvised Weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.
Paper (one sheet) 0 2 Sp No
Parchment (one sheet) 0 1 Sp No
Perfume (vial) 0 5 Gp No
Pick, miner's 10 2 Gp No
Piton 0.25 5 Gp No
Poison, basic (vial) 0 100 Gp No
You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of Ammunition. Applying the poison takes an action. A creature hit by the Poisoned weapon or Ammunition must make a DC 10 Constitution saving throw or take 1d4 poison damage. Once applied, the poison retains potency for 1 minute before drying.
Pole (10-foot) 7 5 Cp No
Pot, iron 10 2 Gp No
Pouch 1 5 Sp No
A cloth or leather pouch can hold up to 20 Sling bullets or 50 Blowgun Needles, among other things. A compartmentalized pouch for holding spell Components is called a Component pouch (described earlier in this section).
Quiver 1 1 Gp No
A Quiver can hold up to 20 Arrows.
Ram, portable 35 4 Gp No
You can use a Portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
Rations (1 day) 2 5 Sp No
 Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.
Robes 4 1 Gp No
Rope, hempen (50 feet) 10 1 Gp No
Rope, whether made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check.
Rope, silk (50 feet) 5 10 Gp No
Rope, whether made of silk, has 2 Hit Points and can be burst with a DC 17 Strength check.
Sack 0.5 1 Cp No
Scale, merchant's 3 5 Gp No
A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small Objects, such as raw precious metals or Trade Goods, to help determine their worth.
Sealing wax 0 5 Sp No
Shovel 5 2 Gp No
Signal whistle 0 5 Cp No
Signet ring 0 5 Gp No
Soap 0 2 Cp No
Spellbook 3 50 Gp No
Essential for wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording Spells.
Spikes, iron (10) 5 1 Gp No
Spyglass 1 1,000 Gp No
 Objects viewed through a Spyglass are magnified to twice their size.
Tent, two-person 20 2 Gp No
A simple and portable canvas shelter, a tent sleeps two.
Tinderbox 1 5 Sp No
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.
Torch 1 1 Cp No
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.
Vial 0 1 Gp No
Waterskin 5 2 Sp No
Whetstone 1 1 Cp No
Alchemist's supplies 8 50 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Brewer's supplies 9 20 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Calligrapher's Supplies 5 10 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Carpenter's tools 6 8 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Cartographer's tools 6 15 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Cobbler's tools 5 5 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Cook's utensils 8 1 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Glassblower's tools 5 30 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Jeweler's tools 2 25 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Leatherworker's tools 5 5 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Mason's tools 8 10 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Painter's supplies 5 10 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Potter's tools 3 10 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Smith's tools 8 20 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Tinker's tools 10 50 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Weaver's tools 5 1 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Woodcarver's tools 5 1 Gp No
Proficiency with this set of artisan's tools lets you add your Proficiency Bonusto any Ability Checks you make using the tools in your craft.
Dice Set 0 1 Sp No
Proficiency with this Gaming Set lets you can add your Proficiency Bonus to Ability Checks you make to play a game with that set.
Playing Card Set 0 5 Sp No
Proficiency with this Gaming Set lets you can add your Proficiency Bonus to Ability Checks you make to play a game with that set.
Bagpipes 6 30 Gp No
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.
Drum 3 6 Gp No
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.
Dulcimer 10 25 Gp No
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.
Flute 1 2 Gp No
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.
Lute 2 35 Gp No
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.
Lyre 2 30 Gp No
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.
Horn 2 3 Gp No
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.
Pan Flute 2 12 Gp No
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.
Shawm 1 2 Gp No
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.
Viol 1 30 Gp No
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.
Navigator's tools 2 25 Gp No
This set of instruments is used for navigation at sea. Proficiency with Navigator's Tools lets you chart a ship's course and follow navigation charts. In addition, these tools allow you to add your Proficiency Bonus to any ability check you make to avoid getting lost at sea.
Thieves' tools 1 25 Gp No
This set of tools includes a small file, a set of lock picks, a small mirror mounted on a metal handle, a set of narrow-bladed scissors, and a pair of pliers. Proficiency with these tools lets you add your Proficiency Bonus to any Ability Checks you make to disarm traps or open locks.
Disguise Kit 3 25 Gp No
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.
Forgery Kit 5 15 Gp No
This small box contains a variety of papers and parchments, pens and inks, seals and Sealing wax, gold and silver leaf, and other supplies necessary to create convincing forgeries of physical documents. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to create a physical forgery of a document.
Herbalism Kit 3 5 Gp No
This kit contains a variety of instruments such as clippers, mortar and pestle, and pouches and vials used by herbalists to create remedies and potions. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to Identify or apply herbs. Also, proficiency with this kit is required to create Antitoxin and potions of Healing.
Poisoner's Kit 2 50 Gp No
A poisoner's kit includes the vials, chemicals, and other Equipmentnecessary for the Creation of Poisons. Proficiency with this kit lets you add your Proficiency Bonus to any Ability Checks you make to craft or use Poisons.
Saplite Dagger +1 1 300 Gp Yes
+1 to initiative, attack rolls, and damage
Warhammer +1 2 300 Gp Yes
Frost Chain 20 4,000 Gp Yes
Resistance to Cold Damage. The light blue chains of this shirt have a near crystalline quality to them that provide the wearer with extra protection, especially against cold.
The Staff 4 10,000 Gp Yes
Speak command word to change the elemental damage type to: Cold, Fire, Force, Lightning, or Thunder
Studded Leather of Speed 13 6,000 Gp Yes
Each stud of this leather armor has a unique rune carved onto it, providing it with untold speed.

Speed: You can use a bonus action to speak the command word. If you do, the armor doubles your walking speed, and any attack of opportunity against you has disadvantage on the attack roll. If speak the command word again, you end the effect. When the armor’s property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Talon +1 3 300 Gp Yes
Shortsword +2 2 501-5000 gp Yes
Unarmed Strike 0 Yes
Unarmed Strike (Monk) 0 Yes
Giant Slayer Scimitar +3 3 6,000 Gp Yes
+3 bonus to attack and damage rolls made with this weapon (+4 vs. Giants)
Necrotic Longsword +1 3 300 Gp Yes
Farbane +3 2 5001-50000 gp Yes
+3 to aberrations. Once per day you may deal extra weapon dice of damage.
Spiked Shield 6 7,000 Gp Yes
As a bonus action you may make an attack with this shield or make an opposed athletic check to push a creature back 10 feet.
Staff of Good Luck 4 101-500 gp Yes
Provides +1 to all skill checks
Adamantine Armor 101-500 gp No
Alchemy Jug 450 Gp No
Ammunition, +1 101-500 gp No
Ammunition, +2 501-5000 gp No
Ammunition, +3 5001-50000 gp No
Amulet of Health 501-5000 gp No
Amulet of Proof Against Detection and Location 200 Gp Yes
Amulet of the Planes 5001-50000 gp Yes
Animated Shield 5001-50000 gp No
Apparatus of Kwalish 50001- gp No
Armor of Invulnerability 50001- gp No
Armor of Resistance 501-5000 gp No
Armor of Vulnerability 501-5000 gp No
Armor, +1 501-5000 gp No
Armor, +2 5001-50000 gp No
Armor, +3 50001- gp No
Arrow of Slaying 5001-50000 gp No
Arrow-catching Shield 1,500 Gp No
Bag of Beans 501-5000 gp No
Bag of Devouring 5001-50000 gp No
Bag of Holding 15 400 Gp No
Bag of Tricks 500 Gp No
Bead of Force 501-5000 gp No
Belt of Cloud Giant Strength 50001- gp No
Belt of Dwarvenkind 501-5000 gp No
Belt of Fire Giant Strength 5001-50000 gp No
Belt of Frost Giant Strength 5001-50000 gp No
Belt of Hill Giant Strength 501-5000 gp No
Belt of Stone Giant Strength 5001-50000 gp No
Belt of Storm Giant Strength 50001- gp No
Berserker Axe 501-5000 gp No
Boots of Elvenkind 101-500 gp No
Boots of Levitation 2,000 Gp No
Boots of Speed 501-5000 gp No
Boots of Striding and Springing 101-500 gp No
Boots of the Winterlands 400 Gp No
Bowl of Commanding Water Elementals 501-5000 gp No
Bracers of Archery 300 Gp No
Bracers of Defense 5,000 Gp No
Brazier of Commanding Fire Elementals 501-5000 gp No
Brooch of Shielding 101-500 gp No
Broom of Flying 500 Gp No
Candle of Invocation 5001-50000 gp No
Cap of Water Breathing 450 Gp No
Cape of the Mountebank 3,500 Gp No
Carpet of Flying 5001-50000 gp No
Censer of Controlling Air Elementals 501-5000 gp No
Chime of Opening 501-5000 gp No
Circlet of Blasting 400 Gp No
Cloak of Arachnida 5001-50000 gp No
Cloak of Displacement 501-5000 gp No
Cloak of Elvenkind 400 Gp No
Cloak of Invisibility 50001- gp No
Cloak of Protection 101-500 gp No
Cloak of the Bat 501-5000 gp No
Cloak of the Manta Ray 101-500 gp No
Crystal Ball 5001-50000 gp No
Crystal Ball of Mind Reading 50001- gp No
Crystal Ball of Telepathy 50001- gp No
Crystal Ball of True Seeing 50001- gp No
Cube of Force 501-5000 gp No
Cubic Gate 50001- gp No
Daern's Instant Fortress 501-5000 gp No
Dagger of Venom 501-5000 gp No
Dancing Sword 5001-50000 gp No
Decanter of Endless Water 200 Gp No
Deck of Illusions 101-500 gp No
Deck of Many Things 50001- gp No
Defender 50001- gp No
Demon Armor 30,000 Gp No
Dimensional Shackles 501-5000 gp No
Dragon Scale Mail 5001-50000 gp No
Dragon Slayer 501-5000 gp No
Driftglobe 101-500 gp No
Dust of Disappearance 101-500 gp No
Dust of Dryness 101-500 gp No
Dust of Sneezing and Choking 101-500 gp No
Dwarven Plate 5001-50000 gp No
Dwarven Thrower 5001-50000 gp No
Efreeti Bottle 5001-50000 gp No
Efreeti Chain 50001- gp No
Elemental Gem 101-500 gp No
Elixir of Health 501-5000 gp No
Elven Chain 501-5000 gp No
Eversmoking Bottle 101-500 gp No
Eyes of Charming 101-500 gp No
Eyes of Minute Seeing 101-500 gp No
Eyes of the Eagle 101-500 gp No
Figurine of Wondrous Power, Bronze Griffon 501-5000 gp No
Figurine of Wondrous Power, Ebony Fly 501-5000 gp No
Figurine of Wondrous Power, Golden Lions 501-5000 gp No
Figurine of Wondrous Power, Ivory Goats 501-5000 gp No
Figurine of Wondrous Power, Marble Elephant 501-5000 gp No
Figurine of Wondrous Power, Obsidian Steed 5001-50000 gp No
Figurine of Wondrous Power, Onyx Dog 501-5000 gp No
Figurine of Wondrous Power, Serpentine Owl 501-5000 gp No
Figurine of Wondrous Power, Silver Raven 101-500 gp No
Flame Tongue 501-5000 gp No
Folding Boat 501-5000 gp No
Frost Brand 5001-50000 gp No
Gauntlets of Ogre Power 101-500 gp No
Gem of Brightness 101-500 gp No
Gem of Seeing 501-5000 gp No
Giant Slayer 501-5000 gp No
Glamoured Studded Leather 501-5000 gp No
Gloves of Missile Snaring 101-500 gp No
Gloves of Swimming and Climbing 101-500 gp No
Gloves of Thievery 101-500 gp No
Goggles of Night 101-500 gp No
Hammer of Thunderbolts 50001- gp No
Hat of Disguise 101-500 gp No
Headband of Intellect 101-500 gp No
Helm of Brilliance 5001-50000 gp No
Helm of Comprehending Languages 200 Gp No
Helm of Telepathy 101-500 gp No
Helm of Teleportation 501-5000 gp No
Heward's Handy Haversack 501-5000 gp No
Holy Avenger 50001- gp No
Horn of Blasting 501-5000 gp No
Horn of Valhalla, Brass 501-5000 gp No
Horn of Valhalla, Bronze 5001-50000 gp No
Horn of Valhalla, Iron 50001- gp No
Horn of Valhalla, Silver 501-5000 gp No
Horseshoes of a Zephyr 5001-50000 gp No
Horseshoes of Speed 501-5000 gp No
Immovable Rod 500 Gp No
Instrument of the Bards, Anstruth Harp 5001-50000 gp No
Instrument of the Bards, Canaith Mandolin 501-5000 gp No
Instrument of the Bards, Cli Lyre 501-5000 gp No
Instrument of the Bards, Doss Lute 101-500 gp No
Instrument of the Bards, Fochlucan Bandore 101-500 gp No
Instrument of the Bards, Mac-Fuirmidh Cittern 101-500 gp No
Instrument of the Bards, Ollamh Harp 50001- gp No
Ioun Stone, Absorption 5001-50000 gp No
Ioun Stone, Agility 5001-50000 gp No
Ioun Stone, Awareness 501-5000 gp No
Ioun Stone, Fortitude 5001-50000 gp No
Ioun Stone, Greater Absorption 50001- gp No
Ioun Stone, Insight 5001-50000 gp No
Ioun Stone, Intellect 5001-50000 gp No
Ioun Stone, Leadership 5001-50000 gp No
Ioun Stone, Mastery 50001- gp No
Ioun Stone, Protection 501-5000 gp No
Ioun Stone, Regeneration 50001- gp No
Ioun Stone, Reserve 501-5000 gp No
Ioun Stone, Strength 5001-50000 gp No
Ioun Stone, Sustenance 500 Gp No
Iron Bands of Bilarro 501-5000 gp No
Iron Flask 50001- gp No
Javelin of Lightning 101-500 gp No
Keoghtom's Ointment 101-500 gp No
Lantern of Revealing 101-500 gp No
Luck Blade 50001- gp No
Mace of Disruption 3,000 Gp Yes
Mace of Smiting 501-5000 gp No
Mace of Terror 501-5000 gp No
Mantle of Spell Resistance 501-5000 gp No
Manual of Bodily Health 5001-50000 gp No
Manual of Gainful Exercise 5001-50000 gp No
Manual of Golems 5001-50000 gp No
Manual of Quickness of Action 5001-50000 gp No
Mariner's Armor 101-500 gp No
Medallion of Thoughts 101-500 gp No
Mirror of Life Trapping 5001-50000 gp No
Mithral Armor 300 Gp No
Necklace of Adaptation 101-500 gp No
Necklace of Fireballs 501-5000 gp No
Necklace of Prayer Beads 501-5000 gp No
Nine Lives Stealer 5001-50000 gp No
Nolzur's Marvelous Pigments 5001-50000 gp No
Oathbow 5001-50000 gp No
Oil of Etherealness 501-5000 gp No
Oil of Sharpness 5001-50000 gp No
Oil of Slipperiness 101-500 gp No
Pearl of Power 300 Gp No
Periapt of Health 101-500 gp Yes
Periapt of Proof Against Poison 501-5000 gp No
Periapt of Wound Closure 2,000 Gp No
Philter of Love 101-500 gp No
Pipes of Haunting 101-500 gp No
Pipes of the Sewers 101-500 gp No
Plate Armor of Etherealness 50001- gp No
Portable Hole 2,000 Gp No
Potion of Animal Friendship 200 Gp No
Potion of Clairvoyance 960 Gp No
Potion of Climbing 100 Gp No
Potion of Cloud Giant Strength 5001-50000 gp No
Potion of Diminution 270 Gp No
Potion of Fire Breath 150 Gp No
Potion of Fire Giant Strength 501-5000 gp No
Potion of Flying 5,000 Gp No
Potion of Frost Giant Strength 501-5000 gp No
Potion of Gaseous Form 300 Gp No
Potion of Greater Healing 200 Gp No
Potion of Growth 300 Gp No
Potion of Healing 50 Gp No
Potion of Heroism 200 Gp No
Potion of Hill Giant Strength 400 Gp No
Potion of Invisibility 2,000 Gp No
Potion of Invulnerability 3,840 Gp No
Potion of Longevity 9,000 Gp No
Potion of Mind Reading 200 Gp No
Potion of Poison 100 Gp No
Potion of Resistance 300 Gp No
Potion of Speed 400 Gp No
Potion of Stone Giant Strength 501-5000 gp No
Potion of Storm Giant Strength 50001- gp No
Potion of Superior Healing 500 Gp No
Potion of Supreme Healing 1,350 Gp No
Potion of Vitality 960 Gp No
Potion of Water Breathing 100 Gp No
Quaal's Feather Token 501-5000 gp No
Quiver of Ehlonna 101-500 gp No
Ring of Air Elemental Command 50001- gp No
Ring of Animal Influence 2,000 Gp No
Ring of Djinni Summoning 50001- gp No
Ring of Earth Elemental Command 50001- gp No
Ring of Evasion 501-5000 gp No
Ring of Feather Falling 501-5000 gp No
Ring of Fire Elemental Command 50001- gp No
Ring of Free Action 501-5000 gp No
Ring of Invisibility 50001- gp No
Ring of Jumping 101-500 gp No
Ring of Mind Shielding 200 Gp No
Ring of Protection 501-5000 gp No
Ring of Regeneration 5001-50000 gp No
Ring of Resistance 700 Gp No
Ring of Shooting Stars 5001-50000 gp No
Ring of Spell Storing 501-5000 gp No
Ring of Spell Turning 50001- gp No
Ring of Swimming 101-500 gp No
Ring of Telekinesis 5001-50000 gp No
Ring of the Ram 4,000 Gp No
Ring of Three Wishes 50001- gp No
Ring of Warmth 101-500 gp No
Ring of Water Elemental Command 50001- gp No
Ring of Water Walking 400 Gp No
Ring of X-ray Vision 501-5000 gp No
Robe of Eyes 501-5000 gp No
Robe of Scintillating Colors 5001-50000 gp No
Robe of Stars 5001-50000 gp No
Robe of the Archmagi 50001- gp No
Robe of Useful Items 101-500 gp No
Rod of Absorption 5001-50000 gp No
Rod of Alertness 5001-50000 gp No
Rod of Lordly Might 50001- gp No
Rod of Resurrection 50001- gp No
Rod of Rulership 501-5000 gp No
Rod of Security 5001-50000 gp No
Rod of the Pact Keeper, +1 101-500 gp No
Rod of the Pact Keeper, +2 501-5000 gp No
Rod of the Pact Keeper, +3 5001-50000 gp No
Rope of Climbing 150 Gp No
Rope of Entanglement 501-5000 gp No
Saddle of the Cavalier 101-500 gp No
Scarab of Protection 50001- gp No
Scimitar of Speed 5001-50000 gp No
Scroll of Protection 501-5000 gp No
Sending Stones 200 Gp No
Sentinel Shield 101-500 gp No
Shield of Missile Attraction 501-5000 gp No
Shield, +1 200 Gp Yes
Shield, +2 2,000 Gp No
Shield, +3 5001-50000 gp No
Slippers of Spider Climbing 101-500 gp No
Sovereign Glue 50001- gp No
Spell Scroll, 1st Level 50-100 gp No
Spell Scroll, 2nd Level 100 Gp No
Spell Scroll, 3rd Level 300 Gp No
Spell Scroll, 4th Level 501-5000 gp No
Spell Scroll, 5th Level 501-5000 gp No
Spell Scroll, 6th Level 5001-50000 gp No
Spell Scroll, 7th Level 5001-50000 gp No
Spell Scroll, 8th Level 5001-50000 gp No
Spell Scroll, 9th Level 50001- gp No
Spell Scroll, Cantrip 50-100 gp No
Spellguard Shield 5001-50000 gp No
Sphere of Annihilation 50001- gp No
Staff of Charming 501-5000 gp No
Staff of Fire 5001-50000 gp No
Staff of Frost 5001-50000 gp No
Staff of Healing 2,000 Gp No
Staff of Power 5001-50000 gp No
Staff of Striking 5001-50000 gp No
Staff of Swarming Insects 501-5000 gp No
Staff of the Adder 101-500 gp No
Staff of the Magi 50001- gp No
Staff of the Python 300 Gp No
Staff of the Woodlands 501-5000 gp No
Staff of Thunder and Lightning 5001-50000 gp No
Staff of Withering 501-5000 gp No
Stone of Controlling Earth Elementals 501-5000 gp No
Stone of Good Luck 101-500 gp No
Sun Blade 501-5000 gp No
Sword of Answering 50001- gp No
Sword of Life Stealing 501-5000 gp No
Sword of Sharpness 5001-50000 gp No
Sword of Vengeance 101-500 gp No
Sword of Wounding 501-5000 gp No
Talisman of Pure Good 50001- gp No
Talisman of the Sphere 50001- gp No
Talisman of Ultimate Evil 50001- gp No
Tentacle Rod 501-5000 gp No
Tome of Clear Thought 5001-50000 gp No
Tome of Leadership and Influence 5001-50000 gp No
Tome of the Stilled Tongue 50001- gp No
Tome of Understanding 5001-50000 gp No
Trident of Fish Command 101-500 gp No
Universal Solvent 50001- gp No
Vicious Weapon 501-5000 gp No
Vorpal Sword 50001- gp No
Wand of Binding 501-5000 gp No
Wand of Enemy Detection 501-5000 gp No
Wand of Fear 501-5000 gp No
Wand of Fireballs 501-5000 gp No
Wand of Lightning Bolts 501-5000 gp No
Wand of Magic Detection 101-500 gp No
Wand of Magic Missiles 101-500 gp No
Wand of Paralysis 501-5000 gp No
Wand of Polymorph 5001-50000 gp No
Wand of Secrets 101-500 gp No
Wand of the War Mage, +1 101-500 gp No
Wand of the War Mage, +2 501-5000 gp No
Wand of the War Mage, +3 5001-50000 gp No
Wand of Web 300 Gp No
Wand of Wonder 501-5000 gp No
Weapon of Warning 101-500 gp No
Weapon, +1 300 Gp No
Weapon, +2 501-5000 gp No
Weapon, +3 5001-50000 gp No
Well of Many Worlds 50001- gp No
Wind Fan 101-500 gp No
Winged Boots 101-500 gp No
Wings of Flying 501-5000 gp No
Codex Umbra Page 1 50001- gp No
You learn the way that shadows fold around light.
Adv. On Stealth checks
Codex Umbra Page 2 50001- gp No
You learn that shadows are living creatures. They envelope everything, but light pushes them away.

Once per day as an action you may assume the form of a Dark Shadow. While in this form, you gain resistance to acid, cold, lightning, thunder, bludgeoning, piercing and slashing damage. You must sacrifice a Hit Die at the start of each of your turns to maintain this form.

If you die while in this form, you transform into a Shadow, and you cannot be resurrected.
Codex Umbra Page 3 50001- gp No
Unknown as of yet.
Redbrand Key No
Nickel Spoon No
Tuft of gray ape fur No
Ivory Button No
Invisible Candle No
Awesome Hat No
Petrified Nose No
Jiggling Walking Stick No
Prostitute's Left Sock No
Dull dagger No
the handle isn't wrapped so it's shiny and new, and the pommel looks like a Pomeranian.
Directions to the dark dungeon of Baatu No
on a piece of paper
Small chest of gold from secret passageway No
Thella's Herbs and Spices No
Has picture of Thella on the back. Signed by Thella.
Femer No
Half leather vest No
+1 ac
Bat (animal) No
Scratched off gold inlay No
Jerky No
Barrel of Silver Ore No
Rake No
10 expensive books No
Jeweled dagger No
2 red gems No
Chalice No
Golden Chalice that is magic
Fountain Pen No
Draconic Resilience Yes
Bottle of Vodka No
Bottle of Rum No
Unarmored Defense (Con +2) 0 Yes
Armor Class equals 10 + your Dexterity modifier + your Constitution modifier
Fillet of Fire Giant 1 2 Sp No
Devilstrand Cloak No
Resistance to heat
Orb No
brass coins No
Efreet copper ring No
Satsuma Jam 6oz 3 Sp No
Huckleberry Jam 6oz 3 Sp No
Starfruit Jam 6oz 3 Sp No
Bag on Thomas No
Pear jam No
Boilmind jam No
Slightly alcoholic coconut jelly 6oz 1 Sp No
13' white towel No
13' Terrycloth Plush Towel (red) 3 Gp No
Small bag No
Plush Robe (red) 1 Gp 5 Sp No
Magic handaxe No
Expensive tapestry No
Ugly jacket No
Boots from the cave's barracks No
They fit. =)
Frozen Deflector 3 350 Gp Yes
Scimitar that has Turquoise inlay and a Turquoise pommel.
Wicker basket No
two giant down feathers No
Giant snake scales No
Giant beetle antennae No
the beetles are rust monsters
tiny birdcage with no door No
Clean Shirt No
Silver ring No
Dungeoneer's Pack No
Scholar's Pack No
Elven short sword No
chain mail No
Polished stone necklace 25 Gp No
Blue Fine Cloth Tabard 25 Gp No
Rabbit skin Rug 200 Gp No
Perfumed Candles 25 Gp No
In a box
Onyx 100 Gp No
Elven mask No
black
Elven towel No
Platinum belt buckle 10 No
Silver dragon scales No
Scroll of cure wounds No
Bottle of fine spirits No
Pistol 3 250 Gp Yes
The smallest and most compact firearm, the pistol is also one of the rarest firearms, as most people not only prefer firearms with longer range, but the pistol itself requires greater craftsmanship to craft.

Despite its short range, a pistol is still a formidable weapon, and is often used as a self-defense weapon. Due to this, pistol grips often have metal butts that allow them to be used as effective clubs.
Blunderbuss 5 50 Gp Yes
The shortest of the long guns, a blunderbuss only has a barrel around one foot long, sometimes less, which often ends in a flared muzzle. Most blunderbusses have a full stock, but some are made with only a pistol grip.
Arquebus 7 75 Gp Yes
A scaled down version of the much larger musket, the arquebus is the long gun most adventurers are likely to encounter, as it strikes a good balance between size and power. An arquebus usually has a full stock, but many only have a cut-down stock.
Caliver 9 150 Gp Yes
Essentially half-way between a musket and an arquebus, a caliver has a higher bore and heavier barrel than the arquebus, but is otherwise identical in design.
Musket 15 500 Gp Yes
A marskman's gun, a musket has long barrel three to four feet long and a heavy wooden stock, allowing for greater accuracy than all other firearms.
Handgunne 15 750 Gp Yes
he most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole.
Bullet 1 2 Sp No
Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written.
Lead Shot 1 5 Sp No
Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together.

Lead shot can be loaded into any firearm that normally fires bullets. Loading a firearm with lead shot halves its Normal and Long Ranges, but imparts the Spread property on the attack.
Handgunne Ball 1 3 Gp No
Handgunnes shoot heavy lead balls that are simply smaller versions of cannon balls.
Smokepowder, keg 20 250 Gp No
Besides ammunition, all firearms also require magical smokepowder to function. A keg holds enough powder for 500 shots.

It explodes if set on fire, dropped, or otherwise handled roughly, it deals 7d6 fire damage in a 20-foot radius when it explodes, setting fire to an ounce of it causes a small explosion rather than a slow burn, and casting dispel magic on it renders it permanently inert.
Smokepowder, packet .5 10 Gp No
Besides ammunition, all firearms also require magical smokepowder to function. A packet holds enough powder for 5 shots.

It explodes if set on fire, dropped, or otherwise handled roughly, it deals 1d6 fire damage in a 20-foot radius when it explodes, setting fire to an ounce of it causes a small explosion rather than a slow burn, and casting dispel magic on it renders it permanently inert.
Runes of time slow circle No
The Enchiridion of the Celestial Planes (book) No
Pearl 100 Gp No
Bronze bracelet No
Magical Madura's Membership Coin No
Silverleaf No
Alchemical ingredients No
Face makeup No
Hurdy-gurdy No
Boots No
Magic Pouch No
Mini Bag of Holding
Gives me telepathy with malfus
Half vial of "Elixir of Eternal Life" No
Boots of the Windpath boots No
A pair of boots (requires attunement)
While wearing these boots, a creature can teleport up to 15 feet as a bonus action to an
unoccupied space the creature can see. The
creature must have occupied that space at some point during the current turn.
Lv 1 Scroll components No
Scroll of Grease No
Scroll of Sanctuary No
Scroll of Catapult No
Map of the Phlogiston No
Tuning fork, Pirtel 250 Gp No
Tuning fork to Resonance Consultancy on Uma in Pirtel
Good for 9 willing creatures total.
Tuning Fork, City of Brass No
Tuning fork to the City of Brass in the Plane of Fire
Good for 9 willing creatures total.
Healing potion 40 Gp No
Qty4
Mage Armor 0 50-100 gp Yes
A protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if the spell is dismiss as an action.
Prayer Book No
Stick of Incense No
Vestments No
Belt Pouch No
Book of Lore No
Little bag of sand No
Small Knife No
String, 10 feet No
Book: The Illithid's first words No
Helmet of comprehend languages (cursed) 200 Gp No
Cannot be removed after being put on.
Pretty cursed hat (1x) 20 Gp No
20g ea
Scroll of remove curse 200 Gp No
Alms box No
Censer No
Green towel & Bathrobe 40 Gp No
Embroidered "Haze" on each.
Map of Sigil 5 Sp No
City of Doors
Bag of Holding 350 Gp No
Fire Bow 2 lbs 1,200 Gp No
Bow +2 does additional 1d6 fire damage +1 extra crit die
To hit 1d20+2+dex+prof
Dmg: 1d8+1d6+2+dex
Crit: 3d8+2d6+2+dex
Cracked purple gem No
Broken air ship crystal
Portal Key to Glasses 100 Gp No
Dust of translation 100 Gp No
30 uses
Endless Pouch of Dust of Tracelessness 750 Gp No
Unlimited uses. A handful of dust sprinkled along a trail causes evidence of the passage of as many as a dozen men and horses to be obliterated for 250 feet back into the distance. Survival checks made to track a quarry across an area affected by this dust have disadvantage.
Pillow No
Grax's Firestarter 2 1,200 Gp Yes
Flaming +2 Bow with extra critical die (triple dice, not double)
Tuning fork for Sigil 250 Gp No
Lifeless Coast Flag No
Ethril Spectacles 1 200 Gp No
scrap of leather with "pull me" written on it No
Jade shards No
folded stone cloak No
it doesn't unfold
Stone towel No
Also does not unfold
Live mouse No
Sun-metal schematic No
Vial with flake of white metal No
Terra tuning fork No
Witch's book No
Many handed pouch No
potion No
Skeletons (10x) No
just a pile of bones
Watermelon Jam 12 oz 1 Gp No
Watermelon Jam
Map of City of Brass Undercity No
Fruitcake No
Heavy metal boots (scrap) No
Staff IOU No
Wide brimmed hat No
Darkheart, Dawn of the Sky 3 lbs No
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Scorpius – The Reaper of Lies 1 50001- gp Yes
Once per day, the wielder may cast Dominate Person (DC 15)
Arcturus – The Staff of Stars 2 50001- gp Yes
Once per day, the wielder may cast Lightning Leaps (DC 14).
Cursed bowler hat No
Avocado jam No
Strawberry jam No
Blackberry, apple, cherry, peach, and coconut jam No
Concealing Pouch 100 Gp No
armor No
Silver greatsword No
Mind Flayer heart No
A mind flayer heart is a dark organ, filled with vile humours and thin ichors. When transformed into an amulet, it can grant many of the psionic abilities of an illithid, but at a terrible price.
Used to Craft: Amulet of the Mind Flayer
Mind Flayer Tentacle No
The mouth tentacle of the mind flayer is renowned for affecting more than the physical on every lash. It retains this property beyond the death of its owner, and Underdark interrogators are rumoured to use whips made of these tentacles in their work.
Used to Craft: Mind Whip
Mind Flayer Mucus (vial) No
The mucus secreted by a well fed mind flayer has a slightly sticky texture and smells roughly of weak formaldehyde. Filled with the thoughts and emotions of the mind flayer's meals, this mucus can undergo an alchemical process to turn into an intoxicating draught known as: Whisper. When consumed, the drinker experiences a rush of euphoria as dozens of minds recount lost knowledge and memories in a cascade of mental whispers. While unpleasant, this drink is considered a high honour in many Underdark societies.
Slave bracelet No
Mind Flayer Brain No
Scroll of lesser restoration No
Dragon slayer greatsword No
Plus 1 sword plus 3d6 to dragons
Cinnamon (lbs) No
Potion of Dragonstrength 125 Gp No
Crafted by: Dragonblood x1 vial (Alchemist)
The rarity and strength of this potion differs depending on the age category of the dragon it was harvested from. When you drink this potion, you recover hit points corresponding to the rarity of the potion. In addition, you gain resistance to the damage type of the dragon it was crafted from for 1 hour.
Calamari Platter No
Captured Illithid Ship
Recipe of cure tentacle disease No
The club and it's primitive history No
A book on early spelljammer history
Principles of Stubborness No
self-help book
Anatomy book No
Where to hit people good.
Arcane Lock Lock No
Rubbing of silver bar No
A stag shaped symbol
Cotton (lbs) No
Ginger (lbs) No
Butterfly Knife - Cobalt +1 1 800 Gp Yes
This silver handled butterfly knife has a refined cobalt blade. Every time the knife is opened, the blade shows a different color. As a bonus action, the wielder can showfully flip the knife closed and open in order to change the color. When the wielder hits on their attack, the knife deals normal damage plus an additional effect based on the color of the blade.

Distractingly Dazzling Don Armor: Once per day, as a bonus action, you twirl the knife and pose. Everyone who can see you must make a DC 16 Charisma Saving Throw. On a failed save they are stunned and time is slowed to watch you. Your arcane servants dress you in armor like a magical girl.

See Invisibility: While wielding the knife, you see invisible creatures and objects as if they were ghostly and translucent.; you suffer no ill effects when targeting an invisible creature.

Roll a d6 for color and a d6 for effect on each hit
1. White
1. Target teleports 10ft to the left.
2. Fog erupts from the wound in a 20ft radius sphere around the target is now heavily obscured.
3. For next minute, you can teleport up to 20’ as bonus action
4. Every creature within 20ft radius is pushed 10ft away from the target
5. You heals 2d10 HP
6. You become invisible for 1 minute.
2. Blue
1. You and target create 2 illusory duplicates each. Attacks have dis-adv. If missed, it causes one of the illusions to disappear.
2. A modron appears within 5 feet for one minute.
3. The target is trapped in a glass sphere that shrinks down to the size of a marble. As long as the marble stays in tack, the target remains inside. The target does not age and does not need food or water. The marble has an AC of 17 and 3hp.
4. The wound explodes with arcane glitter. Everyone within a 10 foot radius must make a DC 14 dexterity saving throw. On a failed save, they are under the effect of the faerie fire spell for 1 minute
5. One randomly-chosen non-magical item in the target’s possession that weighs 1 pound or less is duplicated
6. Everyone in 30ft becomes invisible for 1 minute or till atk/cast.
3. Green
1. Mushrooms spontaneously sprout all over the target.
2. 1d6 flumphs appear for 1 minute in 60’; scared
3. A vine sprouts from the wound and wraps around the target before digging into the ground, anchoring the target. The target is restrained for until your next turn.
4. The target shrinks by 1 size category for 1 minute. The target also has disadvantage on Strength checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
5. A Swarm of Rats erupt from the wound. They are under your control and act on your initiative.
6. You and everything you are wearing become camouflage; as long as you stay still, you are invisible for 1 hour.
4. Red
1. The target is cursed For the next hour, the target is under the effects of the Hex spell. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. The target has disadvantage on Charisma ability checks.
2. The creature must succeed on a Constitution saving throw, or take 2d4 necrotic damage at the beginning of each of its turns for the duration. If the target succeeds, they take half as much damage and the effect ceases immediately.
3. The target bleeds excessively, taking an additional 1d6 Piercing damage.
4. The dagger sounds like a screeching violin as it stabs. Everyone in a 10ft radius makes a DC 14 WIS saving throw or cannot make reactions until the start of your next turn.
5. If the target dies in the next minute, they come back per reincarnate.
6. The target becomes invisible as an illusion of them exploding in blood and viscera takes their place.
5. Yellow
1. All creatures within a 15ft radius are vulnerable to piercing dmg, 1 min.
2. The target spends the rest of the round in a daze. They see a close loved one of the target as if using the scrying spell. They cannot make a reaction until their next turn.
3. An angel and demon version of the target appear on their shoulders. The target is confused and cannot take a reaction until his next turn. All attacks against the target have advantage until his next turn.
4. You gains Spectral shield, gaining +2 AC for the next minute.
5. Radiant light erupts from the dagger, blinding the target until the start of your next turn.
6. Everyone in 30ft can see invisible creatures and objects as if they were visible.
6. Black
1. Target takes 1d10 necrotic dmg and you heal that amount.
2. If you die in the next minute, they come back per reincarnate.
3. You increase by 1 size category for 1 minute. You also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deals 1d4 extra damage.
4. 3d6 random gems appear within 5ft of the target, worth 50gp each
5. A puddle of grease appears where you are standing, with a 10-foot radius. Everyone within 10 feet of you, except for you, must make a DC 14 DEX save or fall prone.
6. Target becomes permanently invisible. For the first hour, they are incorporeal and cannot interact with objects. A 4th level dispel magic will stop this effect.
Quarterstaff +1 4 300 Gp Yes
20 +2 arrows No
Codex Oraculum 5 50001- gp No
The language in the codex oraculum changes when a new creature opens the book, warping and twisting to fit their native tongue. The words “Fate folds as time flows” appear on the inside cover of the tome.
Gemini – The Hammer of Truth 5 50001- gp Yes
Gra No
Circlet of Tongues 600 Gp No
While wearing this circlet, you can use an action to cast the [s|Tongues] spell from it at will. The spell ends if the circlet is removed.

Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.
Loadstone - Hunter 0 101-500 gp No
Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Hunter. Once per day, as a bonus action, you can mark a creature. For up to one hour while concentrating, you have advantage on Wisdom (Perception) or Wisdom (Survival) check you make to find or track it.
Loadstone - Duelist 0 101-500 gp No
Duelist. Once per day, as a bonus action, you compel a creature into a duel. Target one creature that you can see within 30 feet; it sees you as it's greatest threat. The creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.
Loadstone - Book Worm 0 101-500 gp No
Book Worm. Once per day, as an action, you can understand any written language that you see for one hour. You must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This doesn’t decode secret messages in a text or a glyph.
Loadstone - Translator 0 101-500 gp No
Translator. Once per day as an action, you understand the literal meaning of any spoken language that you hear for ten minutes.
Loadstone - Apothecary 0 101-500 gp No
Apothecary. Once per day, as an action, for one minute while concentrating you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
Loadstone - Beast Voice 0 101-500 gp No
Beast Voice. Once per day, as an action, for one minute you gain the ability to comprehend and verbally communicate with beasts.
Loadstone - Flowing Water 0 101-500 gp No
Flowing Water. Once per day, as a bonus action, your movement doesn’t provoke opportunity attacks until the start of your next turn.
Loadstone - Eye for Weakness 0 101-500 gp No
Eye for Weakness. Once per day, as a bonus action, you extend your hand and point a finger at a target in range and gain a brief insight into the target's defenses. Until the end of your next turn, you gain advantage on your next attack roll against the target.
Loadstone - Locksmith 0 101-500 gp No
Locksmith. Once per day, as an action, you can choose an object that you can see within 60 feet that is held shut by a mundane lock or that is stuck or barred. Anyone who tries to open the targeted object in the net 10 minute does so with advantage.
Loadstone - Catnap 0 101-500 gp No
Catnap. Once per day, as an action, you can choose to immediately fall asleep for exactly 5 minutes. If you remains unconscious for the full duration, you gains the benefit of a short rest.
Loadstone - Float to the Surface 0 101-500 gp No
Float to the Surface. You can stand up from Prone using only 5ft of Movement.
Loadstone - Necromancers Blessing 0 101-500 gp No
Necromancers Blessing. You are Invisible to Undead creatures
Loadstone - Compass 0 101-500 gp No
Compass. You always know your cardinal directions, and your depth or elevation.
Loadstone - Tradesmen 0 101-500 gp No
Tradesmen. Once per day, as an action, for one minute you have advantage on any Persuasion checks to negotiate a price.
Loadstone - Appraiser 0 101-500 gp No
Appraiser. Once per day, as an action, for one minute you know the market value of all Gems, Jewelry, Art Objects, and Trade Goods within sight.
Loadstone - Blood of the Basilisk 0 101-500 gp No
Blood of the Basilisk. You are immune to the Petrified condition.
Loadstone - Forceful Wind 0 101-500 gp No
Forceful Wind. Once per day, as a bonus action, choose a creature within 30 feet of you that you can see. For 1 minute, if either of you try to touch the other (including melee attacks) then both of you will instead be pushed away 5 feet.
Loadstone - Redirection 0 101-500 gp No
Redirection. Once per day, as a reaction, you may give an attack against you Disadvantage.
Loadstone - Command 0 101-500 gp No
Once per day, as a bonus action, choose a creature within 30 feet of you that you can see. That creature may use their reaction to immediately make an weapon attack.
Loadstone - Wind Walker 0 101-500 gp No
Wind Walker. Once per day, as a bonus action, you gain fly speed of 30ft for 1 minute.
Loadstone - Protective Moon 0 101-500 gp No
Protective Moon. You can rest in armor with no penalties.
Loadstone - Tail Fin 0 101-500 gp No
Tail Fin. You gain a swim speed equal to your walking speed.
Loadstone - Dapper 0 101-500 gp No
Dapper. Stains slide off your clothes like water off of stone, and any wrinkled clothes you put on immediately become pressed, ironed and immaculate. Physical damage to clothes will remain and cannot be repaired in this way, but while they are being worn, none of your clothes will fray.
Loadstone - Expert Chef 0 101-500 gp No
Expert Chef. You gain the instinctive knowledge of how to properly season, prepare, and cook food. Any dish you make is guaranteed to be delicious and filling regardless of whatever foul ingredients went into it.
Loadstone - Forager 0 101-500 gp No
Forager. You find twice as much food from plants and dead animals upon a successful Survival check.
Loadstone - Diplomat 0 101-500 gp No
Diplomat. Once per day, you may grant yourself advantage on an Insight check.
Loadstone - Fleeing Prey 0 101-500 gp No
Fleeing Prey. While on land, you are no longer slowed by mundane difficult terrain.
Loadstone - Courier 0 101-500 gp No
Courier. Your movement speed increases by 5 ft.
Diplomat's Pouch 101-500 gp No
Feathers - Hawk No
Stone Marble No
Fur - Brown Bear .1 No
Red Stone in the shape of a taco shell .3 No
Scroll of Comprehend Languages No
Sealed Scroll Tube No
Polished Long Sword 300 Gp Yes
Long sword cries out to the warlock that wields it.
Scroll of Noble Pedigree No
Handful of hawk feathers No
Red Aeolian coin No
Glass encased message No
Fur - Llama, small handful No
Feathers - Owl No
Minor's Helmet No
Has a candle on it
Unprocessed ore 3 No
Green crystals coming out of it. Copper ore.
Gold colored thread No
Potion of Bravery 101-500 gp No
Potion of Celestial Might 5001-50000 gp No
Potion of Desecration 5001-50000 gp No
Potion of Detect Thoughts 101-500 gp No
Potion of Dragonstrength - Wyrmling 101-500 gp No
Potion of Dragonstrength - Young 501-5000 gp No
Potion of Dragonstrength - Adult 5001-50000 gp No
Potion of Dragonstrength - Ancient 50001- gp No
Potion of Elemental Tempering 101-500 gp No
Potion of Infernal Vitality 5001-50000 gp No
Potion of Magical Madness 501-5000 gp No
Potion of Ogre Strength 101-500 gp No
Potion of Poison Immunity 501-5000 gp No
Potion of Pollution Breathing 501-5000 gp No
Potion of Rage 101-500 gp No
Potion of Rapport 101-500 gp No
Potion of Reflexes 5001-50000 gp No
Potion of Ruined Flesh 50-100 gp No
Potion of Sensing 101-500 gp No
Potion of Sickness 101-500 gp No
Potion of Sloth 501-5000 gp No
Potion of Stamina 101-500 gp No
Potion of Speak With Plants 101-500 gp No
Potion of the Sahuagin 101-500 gp No
Potion of the Sea 5001-50000 gp No
Potion of the Siege 501-5000 gp No
Potion of Winterbite 501-5000 gp No
Potion of Winter’s Rest 501-5000 gp No
Thunderwhistle captain's log No
Brass Key No
Ashton Quarry Map No
Writing set .5 5 Sp No
Stone D6 No
Perfect stone cube! Given to my by an orc in trade for my perfect stone marble
Bronze arrow head .1 No
A gnome's hair brush .1 No
A mushroom paperweight made of iron 5 No
Mac'tah climbing root 1.5 No
Vial of Mac'tah Extract No
Potion of Climbing key ingredient
The Aeolian History No
Wagon No
Chicken 1 2 Gp No
Goat 1 Gp No
Dried Meats 1 5 Sp No
Mule 8 Gp No
Salt 1 5 Cp No
Feed 10 1 Sp No
Hireling - Devi Bozzelli 2 Sp No
2sp/day: Halfling - Neutral. Impulse buyer/spender, Calm.
Tea 1 5 Sp No
Blacksmith's bending fork 2 No
Vine Cutting No
from Adwick Castle
Parchment - Torn No
A torn page on which is written: Death! / Plop. / The barges down in the river flop. / Flop, plop. / Above, beneath.
Deck of cards .1 No
A rudimentary deck of playing cards made on the backs of Wanted Person leaflets.
Earring radio amplifier No
Earring radio No
Aeolian Shield 6 200 Gp Yes
Potion Catalyst No
Aeolian Figurine 5001-50000 gp No
Aeolian Figurine - Griffon 1 5001-50000 gp No
Aeolian Figurine - War Horse 1 5001-50000 gp No
Aeolian Figurine - Hippocampus 1 5001-50000 gp No
Aeolian Figurine - Wyvern 1 5001-50000 gp No
Earring of Communication 501-5000 gp Yes
Boots of Walking No
Potion of Thunder Resistance No
When you drink this potion, you gain resistance to thunder damage for 1 hour.
A small stone with a hole in the center No
Ancient Aeolian copper coin No
Belaying pin No
(club)
Aeolian disk No
Portable comprehend languages disk that lasts 1 hour per day.
Amulet of Flaming Dead Yes
Parchment - (Dalsprak) Shopping List No
Mini Pinecone No
The size of your thumb
Rope (10ft) - Knotted with several sailor knots 2 No
Broach - Coat of arm of House Caraf .1 No
Necklace - Tettiena's Sword Giftshop Souvenir 5 Sp No
Cog, Brass .2 No
Business Card - Hans Roen 0 No
Dalenrike Archeological Researcher
Vial of salt water No
Petrified Wood .5 No
Bundle of splinters of relay crystal .1 No
from Paggaio Crater
Snow globe - Duchess Library Eternal Spring 5 Sp No
Gold Wire .1 1 Gp No
5ft
Backpack Exterior Straps No
Dried Cactus Fruit No
Book on manners and etiquette No
With a four-leaf clover pressed inside
Chess piece - Ornate No
made from glass
Horseshoe 2 No
Inlayed with cobalt. Points towards strong sources of magic.
Potion of deja vu 10 Gp No
Pressed 4-leaf clover No
Door knob No
Bottle of Lydus Whiskey No
Tastes like Vodka
Sundress (Semi-fine) 1 Gp No
Small Chest No
Pearl Earrings 5 Gp No
Pot of Glue - Post-It No
Violin Bow No
Orc Totem of Friendship No
Wooden totem of an orc with one eye and a smile.
Orc Toothpick No
Chicken bone sharpened to a point on one end
Magic Walking Shoes No
Winged Horse Statue No
Dagger +1 300 Gp Yes
Dragon Scale - Cobalt (small) No
1 inch dragon scale that is cobalt blue
Hair No
Birds beak No
Rusty iron nose ring No
Finder bone with a face carved No
Gnomish tuning form No
Half a silver spoon No
Larva in a small jar No
Clay flute (small) No
Dull bronze arrow head No
Cracked monocle No
Multiple colored beads No
Beaver pelts No
Dagger +2 501-5000 gp Yes
Helmet of Scale Mail+2 5001-50000 gp Yes
While you’re wearing it, you may use an action to speak the command word to instantly don or doff the armor.
Token of Locate Death 50-100 gp No
While this item is in your possession, if you fall to 0 hp and die, it sends your location to a paired device.
Deed to a farm in Grovemoor No
Pebble that floats No
Small rock that fits in the palm of you hand that when released floats 1 foot above whatever surface it is on.
Vial (Double sided) No
Empty vial with corked ends at the top and bottom
Parchment - folded No
With the names of all your party members on it, including you.
Gold (red) No
Longsword +2 501-5000 gp Yes
Invisible ink No
12 poison vials No
Potion of Dragonscales (black) 125 Gp No
Glass Eye 100 Gp No
Used for clairvoyance spell (sight)
Conch shell 100 Gp No
Component to be sued for clairvoyance spell (hearing)
*Need to bedazzle it with jewels first
Aeolian flag No
Halfling skull No
Created by cobalt meteor
Keys to The Lost Connections No
Ancient Aeolian ship
Yton made mask No
Mace +2 501-5000 gp Yes
Rapier +2 501-5000 gp Yes
10K gp 10 Gp No
Gems 5 Gp No
Beholder teeth No
9x
Bag of stolen jewelry 300 Gp No
Stole from thieves guild
Kyanite Shard No
1 time use. Restores 3 ki points.