Item



Name Description Weight Value Equipable Notes Connected Edit
Club 2 0.1 1
  • Club
Dagger 1 2 1
  • Dagger
Greatclub 10 0.2 1
  • Greatclub
Handaxe 2 5 1
  • Handaxe
Javelin 2 0.5 1
  • Javelin
Light hammer 2 2 1
  • Light hammer
Mace 4 5 1
  • Mace
Quarterstaff 4 0.2 1
  • Quarterstaff
Sickle 0 1 1
  • Sickle
Spear 3 1 1
  • Spear
Light Crossbow 5 25 1
  • Light Crossbow
Dart 0.25 5 1
  • Dart
Shortbow 2 25 1
  • Shortbow
Sling Ranged 0 0.1 1
  • Sling
Battleaxe 4 10 1
  • Battleaxe
Flail 2 10 1
  • Flail
Glaive 6 20 1
  • Glaive
Greataxe 7 30 1
  • Greataxe
Greatsword 6 50 1
  • Greatsword
Halberd 6 20 1
  • Halberd
Lance 6 10 1
  • Lance
Longsword 3 15 1
  • Longsword
Maul 10 10 1
  • Maul
Morningstar 4 15 1
  • Morningstar
Pike 18 5 1
  • Pike
Rapier 2 25 1
  • Rapier
Scimitar 3 25 1
  • Scimitar
Shortsword 2 10 1
  • Shortsword
Trident 4 5 1
  • Trident
War pick 2 5 1
  • War pick
Warhammer 2 15 1
  • Warhammer
Whip 3 2 1
  • Whip
Blowgun 1 10 1
  • Blowgun
Hand Crossbow 3 75 1
  • Hand Crossbow
Heavy Crossbow 18 50 1
  • Heavy Crossbow
Longbow 2 50 1
  • Longbow
Net 3 1 1
  • Net
Padded Armor 8 5 1
  • Padded
Leather Armor 10 10 1
  • Leather
Studded Leather Armor 13 45 1
  • Studded Leather
Hide Armor 12 10 1
  • Hide
Chain Shirt 20 50 1
  • Chain Shirt
Scale Mail Armor 45 50 1
  • Scale Mail
Breastplate Armor 20 400 1
  • Breastplate
Half Plate Armor 40 750 1
  • Half Plate
Ring Mail 40 30 1
  • Ring Mail
Chain Mail 55 75 1
  • Chain Mail
Splint Armor 60 200 1
  • Splint
Plate Armor 65 1500 1
  • Plate
Shield 6 10 1
  • Shield
Abacus 2 2
Acid (vial) 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. 1 25
Alchemist's fire (flask) 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. 1 50
Arrows (Ammunition) 0.05 .05
Blowgun Needles (Ammunition) 0.02 0.02
Crossbow bolts (Ammunition) 0.075 0.05
Sling bullets (Ammunition) 0.075 0.002
Antitoxin (vial) 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. 0 50
Crystal (Arcane Focus) 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. 1 10
Orb (Arcane Focus) 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. 3 20
Rod (Arcane Focus) 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. 2 10
Staff (Arcane Focus) 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. 4 5
Wand (Arcane Focus) 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. 1 10
Backpack 5 2
Ball bearings (bag of 1,000) 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. 2 1
Barrel 70 2
Basket 2 0.4
Bedroll 7 1
Bell 0 1
Blanket 3 0.5
Block and tackle 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. 5 1
Book 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). 5 25
Bottle, glass 2 2
Bucket 2 0.05
Caltrops (bag of 20) 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. 2 1
Candle For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 0 0.01
Case, crossbow bolt This wooden case can hold up to twenty Crossbow bolts. 1 1
Case, map or scroll This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of Parchment. 1 1
Chain (10 feet) A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check. 10 5
Chalk (1 piece) 0 0.01
Chest 25 5
Clothes, Common 3 0.5
Clothes, costume 4 5
Clothes, fine 6 15
Clothes, traveler's 4 2
Component pouch 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). 2 25
Crowbar Using a Crowbar grants advantage to Strength Checks where the crowbar's leverage can be applied. 5 2
Sprig of mistletoe (Druid Focus) A druid can use such this as a Spellcasting focus. 0 1
Totem (Druid Focus) A druid can use such this as a Spellcasting focus. 0 1
Wooden staff (Druid Focus) A druid can use such this as a Spellcasting focus. 4 5
Yew wand (Druid Focus) A druid can use such this as a Spellcasting focus. 1 10
Fishing tackle This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 4 1
Flask 1 0.02
Tankard 1 0.02
Grappling hook 4 2
Hammer 3 1
Hammer, sledge 10 2
Amulet (Holy Symbol) 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. 1 5
Emblem (Holy Symbol) 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. 0 5
Reliquary (Holy Symbol) 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. 2 5
Holy Water (flask) 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. 1 25
Hourglass 1 25
Hunting trap 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. 25 5
Ink (1 ounce bottle) 0 10
Ink pen 0 0.02
Jug or Pitcher 4 0.02
Kit, climber's 12 25
Kit, healer's 3 5
Kit, mess 1 2
Ladder (10-foot) 25 0.1
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 0.5
Lantern, bullseye 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. 2 10
Lantern, hooded 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. 2 5
Lock 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. 1 10
Magnifying glass 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. 0 100
Manacles 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. 6 2
Mirror, steel 0.5 5
Oil (flask)  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. 1 0.1
Paper (one sheet) 0 0.2
Parchment (one sheet) 0 0.1
Perfume (vial) 0 5
Pick, miner's 10 2
Piton 0.25 5
Poison, basic (vial) 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. 0 100
Pole (10-foot) 7 0.05
Pot, iron 10 2
Pouch 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). 1 0.5
Quiver A Quiver can hold up to 20 Arrows. 1 1
Ram, portable 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. 35 4
Rations (1 day)  Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 2 0.5
Robes 4 1
Rope, hempen (50 feet) Rope, whether made of hemp, has 2 Hit Points and can be burst with a DC 17 Strength check. 10 1
Rope, silk (50 feet) Rope, whether made of silk, has 2 Hit Points and can be burst with a DC 17 Strength check. 5 10
Sack 0.5 0.01
Scale, merchant's 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. 3 5
Sealing wax 0 0.5
Shovel 5 2
Signal whistle 0 0.05
Signet ring 0 5
Soap 0 0.02
Spellbook Essential for wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording Spells. 3 50
Spikes, iron (10) 5 1
Spyglass  Objects viewed through a Spyglass are magnified to twice their size. 1 1000
Tent, two-person A simple and portable canvas shelter, a tent sleeps two. 20 2
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 0.5
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. 1 0.01
Vial 0 1
Waterskin 5 0.2
Whetstone 1 0.01
Alchemist's supplies 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. 8 50
Brewer's supplies 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. 9 20
Calligrapher's Supplies 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. 5 10
Carpenter's tools 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. 6 8
Cartographer's tools 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. 6 15
Cobbler's tools 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. 5 5
Cook's utensils 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. 8 1
Glassblower's tools 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. 5 30
Jeweler's tools 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. 2 25
Leatherworker's tools 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. 5 5
Mason's tools 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. 8 10
Painter's supplies 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. 5 10
Potter's tools 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. 3 10
Smith's tools 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. 8 20
Tinker's tools 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. 10 50
Weaver's tools 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. 5 1
Woodcarver's tools 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. 5 1
Dice Set Proficiency with this Gaming Set lets you can add your Proficiency Bonus to Ability Checks you make to play a game with that set. 0 0.1
Playing Card Set Proficiency with this Gaming Set lets you can add your Proficiency Bonus to Ability Checks you make to play a game with that set. 0 0.5
Bagpipes 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. 6 30
Drum 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. 3 6
Dulcimer 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. 10 25
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 2
Lute 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. 2 35
Lyre 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. 2 30
Horn 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. 2 3
Pan 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. 2 12
Shawm 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 2
Viol 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 30
Navigator's tools 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. 2 25
Thieves' tools 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. 1 25
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 25
Forgery Kit 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. 5 15
Herbalism Kit 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. 3 5
Poisoner's Kit 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. 2 50
Saplite Dagger +1 +1 to initiative, attack rolls, and damage 1 300 1
  • Dagger
  • Weapon, +1
  • Modified help
Warhammer +1 2 300 1
  • Warhammer
  • Weapon, +1
  • Modified help
Frost Chain 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. 20 4000 1
  • Chain Shirt
  • Armor, +1
  • Modified help
The Staff Speak command word to change the elemental damage type to: Cold, Fire, Force, Lightning, or Thunder 4 10000 1
  • Elemental Quarter Staff
  • Elemental Quarter Staff
Studded Leather of Speed 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. 13 6000 1
  • Studded Leather
  • Armor, +1
  • Modified help
Talon +1 3 300 1
  • Longsword
  • Weapon, +1
  • Modified help
Shortsword +2 2 1
  • Shortsword
  • Weapon, +2
  • Modified help
Unarmed Strike 0 1
  • Unarmed Strike
Unarmed Strike (Monk) 0 1
  • Unarmed Strike (Monk)
Giant Slayer Scimitar +3 +3 bonus to attack and damage rolls made with this weapon (+4 vs. Giants) 3 6000 1
  • Giant Slayer Scimitar
  • Weapon, +3
  • Modified help
Necrotic Longsword +1 3 300 1
  • Necrotic Longsword
  • Weapon, +1
  • Modified help
Farbane +3 +3 to aberrations. Once per day you may deal extra weapon dice of damage. 2 1
  • Warhammer
  • Weapon, +3
  • Modified help
Spiked Shield 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. 6 7000 1
  • Spiked Shield
  • Shield
  • Shield, +2
  • Modified help
Staff of Good Luck Provides +1 to all skill checks 4 1
  • Quarterstaff
  • Stone of Good Luck
  • Modified help
Adamantine Armor
  • Adamantine Armor
Alchemy Jug 450
  • Alchemy Jug
Ammunition, +1
  • Ammunition, +1
Ammunition, +2
  • Ammunition, +2
Ammunition, +3
  • Ammunition, +3
Amulet of Health
  • Amulet of Health
Amulet of Proof Against Detection and Location 200 1
  • Amulet of Proof Against Detection and Location
Amulet of the Planes 1
  • Amulet of the Planes
Animated Shield
  • Animated Shield
Apparatus of Kwalish
  • Apparatus of Kwalish
Armor of Invulnerability
  • Armor of Invulnerability
Armor of Resistance
  • Armor of Resistance
Armor of Vulnerability
  • Armor of Vulnerability
Armor, +1
  • Armor, +1
  • Modified help
Armor, +2
  • Armor, +2
  • Modified help
Armor, +3
  • Armor, +3
  • Modified help
Arrow of Slaying
  • Arrow of Slaying
Arrow-catching Shield 1500
  • Arrow-catching Shield
Bag of Beans
  • Bag of Beans
Bag of Devouring
  • Bag of Devouring
Bag of Holding 15 400
  • Bag of Holding
Bag of Tricks 500
  • Bag of Tricks
Bead of Force
  • Bead of Force
Belt of Cloud Giant Strength
  • Belt of Cloud Giant Strength
Belt of Dwarvenkind
  • Belt of Dwarvenkind
Belt of Fire Giant Strength
  • Belt of Fire Giant Strength
Belt of Frost Giant Strength
  • Belt of Frost Giant Strength
Belt of Hill Giant Strength
  • Belt of Hill Giant Strength
Belt of Stone Giant Strength
  • Belt of Stone Giant Strength
Belt of Storm Giant Strength
  • Belt of Storm Giant Strength
Berserker Axe
  • Berserker Axe
Boots of Elvenkind
  • Boots of Elvenkind
Boots of Levitation 2000
  • Boots of Levitation
Boots of Speed
  • Boots of Speed
Boots of Striding and Springing
  • Boots of Striding and Springing
Boots of the Winterlands 400
  • Boots of the Winterlands
Bowl of Commanding Water Elementals
  • Bowl of Commanding Water Elementals
Bracers of Archery 300
  • Bracers of Archery
Bracers of Defense 5000
  • Bracers of Defense
Brazier of Commanding Fire Elementals
  • Brazier of Commanding Fire Elementals
Brooch of Shielding
  • Brooch of Shielding
Broom of Flying 500
  • Broom of Flying
Candle of Invocation
  • Candle of Invocation
Cap of Water Breathing 450
  • Cap of Water Breathing
Cape of the Mountebank 3500
  • Cape of the Mountebank
Carpet of Flying
  • Carpet of Flying
Censer of Controlling Air Elementals
  • Censer of Controlling Air Elementals
Chime of Opening
  • Chime of Opening
Circlet of Blasting 400
  • Circlet of Blasting
Cloak of Arachnida
  • Cloak of Arachnida
Cloak of Displacement
  • Cloak of Displacement
Cloak of Elvenkind 400
  • Cloak of Elvenkind
Cloak of Invisibility
  • Cloak of Invisibility
Cloak of Protection
  • Cloak of Protection
  • Modified help
Cloak of the Bat
  • Cloak of the Bat
Cloak of the Manta Ray
  • Cloak of the Manta Ray
Crystal Ball
  • Crystal Ball
Crystal Ball of Mind Reading
  • Crystal Ball of Mind Reading
Crystal Ball of Telepathy
  • Crystal Ball of Telepathy
Crystal Ball of True Seeing
  • Crystal Ball of True Seeing
Cube of Force
  • Cube of Force
Cubic Gate
  • Cubic Gate
Daern's Instant Fortress
  • Daern's Instant Fortress
Dagger of Venom
  • Dagger of Venom
Dancing Sword
  • Dancing Sword
Decanter of Endless Water 200
  • Decanter of Endless Water
Deck of Illusions
  • Deck of Illusions
Deck of Many Things
  • Deck of Many Things
Defender
  • Defender
Demon Armor 30000
  • Demon Armor
Dimensional Shackles
  • Dimensional Shackles
Dragon Scale Mail
  • Dragon Scale Mail
Dragon Slayer
  • Dragon Slayer
Driftglobe
  • Driftglobe
Dust of Disappearance
  • Dust of Disappearance
Dust of Dryness
  • Dust of Dryness
Dust of Sneezing and Choking
  • Dust of Sneezing and Choking
Dwarven Plate
  • Dwarven Plate
Dwarven Thrower
  • Dwarven Thrower
Efreeti Bottle
  • Efreeti Bottle
Efreeti Chain
  • Efreeti Chain
Elemental Gem
  • Elemental Gem
Elixir of Health
  • Elixir of Health
Elven Chain
  • Elven Chain
Eversmoking Bottle
  • Eversmoking Bottle
Eyes of Charming
  • Eyes of Charming
Eyes of Minute Seeing
  • Eyes of Minute Seeing
Eyes of the Eagle
  • Eyes of the Eagle
Figurine of Wondrous Power, Bronze Griffon
  • Figurine of Wondrous Power, Bronze Griffon
Figurine of Wondrous Power, Ebony Fly
  • Figurine of Wondrous Power, Ebony Fly
Figurine of Wondrous Power, Golden Lions
  • Figurine of Wondrous Power, Golden Lions
Figurine of Wondrous Power, Ivory Goats
  • Figurine of Wondrous Power, Ivory Goats
Figurine of Wondrous Power, Marble Elephant
  • Figurine of Wondrous Power, Marble Elephant
Figurine of Wondrous Power, Obsidian Steed
  • Figurine of Wondrous Power, Obsidian Steed
Figurine of Wondrous Power, Onyx Dog
  • Figurine of Wondrous Power, Onyx Dog
Figurine of Wondrous Power, Serpentine Owl
  • Figurine of Wondrous Power, Serpentine Owl
Figurine of Wondrous Power, Silver Raven
  • Figurine of Wondrous Power, Silver Raven
Flame Tongue
  • Flame Tongue
Folding Boat
  • Folding Boat
Frost Brand
  • Frost Brand
Gauntlets of Ogre Power
  • Gauntlets of Ogre Power
  • Modified help
Gem of Brightness
  • Gem of Brightness
Gem of Seeing
  • Gem of Seeing
Giant Slayer
  • Giant Slayer
Glamoured Studded Leather
  • Glamoured Studded Leather
Gloves of Missile Snaring
  • Gloves of Missile Snaring
Gloves of Swimming and Climbing
  • Gloves of Swimming and Climbing
Gloves of Thievery
  • Gloves of Thievery
Goggles of Night
  • Goggles of Night
Hammer of Thunderbolts
  • Hammer of Thunderbolts
Hat of Disguise
  • Hat of Disguise
Headband of Intellect
  • Headband of Intellect
  • Modified help
Helm of Brilliance
  • Helm of Brilliance
Helm of Comprehending Languages 200
  • Helm of Comprehending Languages
Helm of Telepathy
  • Helm of Telepathy
Helm of Teleportation
  • Helm of Teleportation
Heward's Handy Haversack
  • Heward's Handy Haversack
Holy Avenger
  • Holy Avenger
Horn of Blasting
  • Horn of Blasting
Horn of Valhalla, Brass
  • Horn of Valhalla, Brass
Horn of Valhalla, Bronze
  • Horn of Valhalla, Bronze
Horn of Valhalla, Iron
  • Horn of Valhalla, Iron
Horn of Valhalla, Silver
  • Horn of Valhalla, Silver
Horseshoes of a Zephyr
  • Horseshoes of a Zephyr
Horseshoes of Speed
  • Horseshoes of Speed
Immovable Rod 500
  • Immovable Rod
Instrument of the Bards, Anstruth Harp
  • Instrument of the Bards, Anstruth Harp
Instrument of the Bards, Canaith Mandolin
  • Instrument of the Bards, Canaith Mandolin
Instrument of the Bards, Cli Lyre
  • Instrument of the Bards, Cli Lyre
Instrument of the Bards, Doss Lute
  • Instrument of the Bards, Doss Lute
Instrument of the Bards, Fochlucan Bandore
  • Instrument of the Bards, Fochlucan Bandore
Instrument of the Bards, Mac-Fuirmidh Cittern
  • Instrument of the Bards, Mac-Fuirmidh Cittern
Instrument of the Bards, Ollamh Harp
  • Instrument of the Bards, Ollamh Harp
Ioun Stone, Absorption
  • Ioun Stone, Absorption
Ioun Stone, Agility
  • Ioun Stone, Agility
Ioun Stone, Awareness
  • Ioun Stone, Awareness
Ioun Stone, Fortitude
  • Ioun Stone, Fortitude
Ioun Stone, Greater Absorption
  • Ioun Stone, Greater Absorption
Ioun Stone, Insight
  • Ioun Stone, Insight
Ioun Stone, Intellect
  • Ioun Stone, Intellect
Ioun Stone, Leadership
  • Ioun Stone, Leadership
Ioun Stone, Mastery
  • Ioun Stone, Mastery
Ioun Stone, Protection
  • Ioun Stone, Protection
Ioun Stone, Regeneration
  • Ioun Stone, Regeneration
Ioun Stone, Reserve
  • Ioun Stone, Reserve
Ioun Stone, Strength
  • Ioun Stone, Strength
Ioun Stone, Sustenance 500
  • Ioun Stone, Sustenance
Iron Bands of Bilarro
  • Iron Bands of Bilarro
Iron Flask
  • Iron Flask
Javelin of Lightning
  • Javelin of Lightning
Keoghtom's Ointment
  • Keoghtom's Ointment
Lantern of Revealing
  • Lantern of Revealing
Luck Blade
  • Luck Blade
Mace of Disruption 3000 1
  • Mace of Disruption
  • Mace of Disruption
Mace of Smiting
  • Mace of Smiting
Mace of Terror
  • Mace of Terror
Mantle of Spell Resistance
  • Mantle of Spell Resistance
Manual of Bodily Health
  • Manual of Bodily Health
Manual of Gainful Exercise
  • Manual of Gainful Exercise
Manual of Golems
  • Manual of Golems
Manual of Quickness of Action
  • Manual of Quickness of Action
Mariner's Armor
  • Mariner's Armor
Medallion of Thoughts
  • Medallion of Thoughts
Mirror of Life Trapping
  • Mirror of Life Trapping
Mithral Armor 300
  • Mithral Armor
Necklace of Adaptation
  • Necklace of Adaptation
Necklace of Fireballs
  • Necklace of Fireballs
Necklace of Prayer Beads
  • Necklace of Prayer Beads
Nine Lives Stealer
  • Nine Lives Stealer
Nolzur's Marvelous Pigments
  • Nolzur's Marvelous Pigments
Oathbow
  • Oathbow
Oil of Etherealness
  • Oil of Etherealness
Oil of Sharpness
  • Oil of Sharpness
Oil of Slipperiness
  • Oil of Slipperiness
Pearl of Power 300
  • Pearl of Power
Periapt of Health 1
  • Periapt of Health
Periapt of Proof Against Poison
  • Periapt of Proof Against Poison
Periapt of Wound Closure 2000
  • Periapt of Wound Closure
Philter of Love
  • Philter of Love
Pipes of Haunting
  • Pipes of Haunting
Pipes of the Sewers
  • Pipes of the Sewers
Plate Armor of Etherealness
  • Plate Armor of Etherealness
Portable Hole 2000
  • Portable Hole
Potion of Animal Friendship 200
  • Potion of Animal Friendship
Potion of Clairvoyance 960
  • Potion of Clairvoyance
Potion of Climbing 100
  • Potion of Climbing
Potion of Cloud Giant Strength
  • Potion of Cloud Giant Strength
Potion of Diminution 270
  • Potion of Diminution
Potion of Fire Breath 150
  • Potion of Fire Breath
Potion of Fire Giant Strength
  • Potion of Fire Giant Strength
Potion of Flying 5000
  • Potion of Flying
Potion of Frost Giant Strength
  • Potion of Frost Giant Strength
Potion of Gaseous Form 300
  • Potion of Gaseous Form
Potion of Greater Healing 200
  • Potion of Greater Healing
Potion of Growth 300
  • Potion of Growth
Potion of Healing 50
  • Potion of Healing
Potion of Heroism 200
  • Potion of Heroism
Potion of Hill Giant Strength 400
  • Potion of Hill Giant Strength
Potion of Invisibility 2000
  • Potion of Invisibility
Potion of Invulnerability 3840
  • Potion of Invulnerability
Potion of Longevity 9000
  • Potion of Longevity
Potion of Mind Reading 200
  • Potion of Mind Reading
Potion of Poison 100
  • Potion of Poison
Potion of Resistance 300
  • Potion of Resistance
Potion of Speed 400
  • Potion of Speed
Potion of Stone Giant Strength
  • Potion of Stone Giant Strength
Potion of Storm Giant Strength
  • Potion of Storm Giant Strength
Potion of Superior Healing 500
  • Potion of Superior Healing
Potion of Supreme Healing 1350
  • Potion of Supreme Healing
Potion of Vitality 960
  • Potion of Vitality
Potion of Water Breathing 100
  • Potion of Water Breathing
Quaal's Feather Token
  • Quaal's Feather Token
Quiver of Ehlonna
  • Quiver of Ehlonna
Ring of Air Elemental Command
  • Ring of Air Elemental Command
Ring of Animal Influence 2000
  • Ring of Animal Influence
Ring of Djinni Summoning
  • Ring of Djinni Summoning
Ring of Earth Elemental Command
  • Ring of Earth Elemental Command
Ring of Evasion
  • Ring of Evasion
Ring of Feather Falling
  • Ring of Feather Falling
Ring of Fire Elemental Command
  • Ring of Fire Elemental Command
Ring of Free Action
  • Ring of Free Action
Ring of Invisibility
  • Ring of Invisibility
Ring of Jumping
  • Ring of Jumping
Ring of Mind Shielding 200
  • Ring of Mind Shielding
Ring of Protection
  • Ring of Protection
Ring of Regeneration
  • Ring of Regeneration
Ring of Resistance 700
  • Ring of Resistance
Ring of Shooting Stars
  • Ring of Shooting Stars
Ring of Spell Storing
  • Ring of Spell Storing
Ring of Spell Turning
  • Ring of Spell Turning
Ring of Swimming
  • Ring of Swimming
Ring of Telekinesis
  • Ring of Telekinesis
Ring of the Ram 4000
  • Ring of the Ram
Ring of Three Wishes
  • Ring of Three Wishes
Ring of Warmth
  • Ring of Warmth
Ring of Water Elemental Command
  • Ring of Water Elemental Command
Ring of Water Walking 400
  • Ring of Water Walking
Ring of X-ray Vision
  • Ring of X-ray Vision
Robe of Eyes
  • Robe of Eyes
Robe of Scintillating Colors
  • Robe of Scintillating Colors
Robe of Stars
  • Robe of Stars
Robe of the Archmagi
  • Robe of the Archmagi
Robe of Useful Items
  • Robe of Useful Items
Rod of Absorption
  • Rod of Absorption
Rod of Alertness
  • Rod of Alertness
Rod of Lordly Might
  • Rod of Lordly Might
Rod of Resurrection
  • Rod of Resurrection
Rod of Rulership
  • Rod of Rulership
Rod of Security
  • Rod of Security
Rod of the Pact Keeper, +1
  • Rod of the Pact Keeper, +1
Rod of the Pact Keeper, +2
  • Rod of the Pact Keeper, +2
Rod of the Pact Keeper, +3
  • Rod of the Pact Keeper, +3
Rope of Climbing 150
  • Rope of Climbing
Rope of Entanglement
  • Rope of Entanglement
Saddle of the Cavalier
  • Saddle of the Cavalier
Scarab of Protection
  • Scarab of Protection
Scimitar of Speed
  • Scimitar of Speed
Scroll of Protection
  • Scroll of Protection
Sending Stones 200
  • Sending Stones
Sentinel Shield
  • Sentinel Shield
Shield of Missile Attraction
  • Shield of Missile Attraction
Shield, +1 200 1
  • Shield
  • Shield, +1
  • Modified help
Shield, +2 2000
  • Shield, +2
  • Modified help
Shield, +3
  • Shield, +3
  • Modified help
Slippers of Spider Climbing
  • Slippers of Spider Climbing
Sovereign Glue
  • Sovereign Glue
Spell Scroll, 1st Level
  • Spell Scroll, 1st Level
Spell Scroll, 2nd Level 100
  • Spell Scroll, 2nd Level
Spell Scroll, 3rd Level 300
  • Spell Scroll, 3rd Level
Spell Scroll, 4th Level
  • Spell Scroll, 4th Level
Spell Scroll, 5th Level
  • Spell Scroll, 5th Level
Spell Scroll, 6th Level
  • Spell Scroll, 6th Level
Spell Scroll, 7th Level
  • Spell Scroll, 7th Level
Spell Scroll, 8th Level
  • Spell Scroll, 8th Level
Spell Scroll, 9th Level
  • Spell Scroll, 9th Level
Spell Scroll, Cantrip
  • Spell Scroll, Cantrip
Spellguard Shield
  • Spellguard Shield
Sphere of Annihilation
  • Sphere of Annihilation
Staff of Charming
  • Staff of Charming
Staff of Fire
  • Staff of Fire
Staff of Frost
  • Staff of Frost
Staff of Healing 2000
  • Staff of Healing
Staff of Power
  • Staff of Power
Staff of Striking
  • Staff of Striking
Staff of Swarming Insects
  • Staff of Swarming Insects
Staff of the Adder
  • Staff of the Adder
Staff of the Magi
  • Staff of the Magi
Staff of the Python 300
  • Staff of the Python
Staff of the Woodlands
  • Staff of the Woodlands
Staff of Thunder and Lightning
  • Staff of Thunder and Lightning
Staff of Withering
  • Staff of Withering
Stone of Controlling Earth Elementals
  • Stone of Controlling Earth Elementals
Stone of Good Luck
  • Stone of Good Luck
  • Modified help
Sun Blade
  • Sun Blade
Sword of Answering
  • Sword of Answering
Sword of Life Stealing
  • Sword of Life Stealing
Sword of Sharpness
  • Sword of Sharpness
Sword of Vengeance
  • Sword of Vengeance
Sword of Wounding
  • Sword of Wounding
Talisman of Pure Good
  • Talisman of Pure Good
Talisman of the Sphere
  • Talisman of the Sphere
Talisman of Ultimate Evil
  • Talisman of Ultimate Evil
Tentacle Rod
  • Tentacle Rod
Tome of Clear Thought
  • Tome of Clear Thought
Tome of Leadership and Influence
  • Tome of Leadership and Influence
Tome of the Stilled Tongue
  • Tome of the Stilled Tongue
Tome of Understanding
  • Tome of Understanding
Trident of Fish Command
  • Trident of Fish Command
Universal Solvent
  • Universal Solvent
Vicious Weapon
  • Vicious Weapon
Vorpal Sword
  • Vorpal Sword
Wand of Binding
  • Wand of Binding
Wand of Enemy Detection
  • Wand of Enemy Detection
Wand of Fear
  • Wand of Fear
Wand of Fireballs
  • Wand of Fireballs
Wand of Lightning Bolts
  • Wand of Lightning Bolts
Wand of Magic Detection
  • Wand of Magic Detection
Wand of Magic Missiles
  • Wand of Magic Missiles
Wand of Paralysis
  • Wand of Paralysis
Wand of Polymorph
  • Wand of Polymorph
Wand of Secrets
  • Wand of Secrets
Wand of the War Mage, +1
  • Wand of the War Mage, +1
Wand of the War Mage, +2
  • Wand of the War Mage, +2
Wand of the War Mage, +3
  • Wand of the War Mage, +3
Wand of Web 300
  • Wand of Web
Wand of Wonder
  • Wand of Wonder
Weapon of Warning
  • Weapon of Warning
Weapon, +1 300
  • Weapon, +1
  • Modified help
Weapon, +2
  • Weapon, +2
  • Modified help
Weapon, +3
  • Weapon, +3
  • Modified help
Well of Many Worlds
  • Well of Many Worlds
Wind Fan
  • Wind Fan
Winged Boots
  • Winged Boots
Wings of Flying
  • Wings of Flying
Codex Umbra Page 1 You learn the way that shadows fold around light. Adv. On Stealth checks
  • Codex Umbra
Codex Umbra Page 2 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
Codex Umbra Page 3 Unknown as of yet.
  • Codex Umbra
Redbrand Key
Nickel Spoon
Tuft of gray ape fur
Ivory Button
Invisible Candle
Awesome Hat
Petrified Nose
Jiggling Walking Stick
Prostitute's Left Sock
Dull dagger 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 on a piece of paper
Small chest of gold from secret passageway
Thella's Herbs and Spices Has picture of Thella on the back. Signed by Thella.
Femer
Half leather vest +1 ac
Bat (animal)
Scratched off gold inlay
Jerky
Barrel of Silver Ore
Rake
10 expensive books
Jeweled dagger
2 red gems
Chalice Golden Chalice that is magic
Fountain Pen
Draconic Resilience 1
  • Draconic Resilience
Bottle of Vodka
Bottle of Rum
Unarmored Defense (Con +2) Armor Class equals 10 + your Dexterity modifier + your Constitution modifier 0 1
  • Unarmored Defense (Con +2)
Fillet of Fire Giant 1 .2
Devilstrand Cloak Resistance to heat
Orb
brass coins
Efreet copper ring
Satsuma Jam 6oz .3
Huckleberry Jam 6oz .3
Starfruit Jam 6oz .3
Bag on Thomas
Pear jam
Boilmind jam
Slightly alcoholic coconut jelly 6oz .1
13' white towel
13' Terrycloth Plush Towel (red) 3
Small bag
Plush Robe (red) 1.5
Magic handaxe
Expensive tapestry
Ugly jacket
Boots from the cave's barracks They fit. =)
Frozen Deflector Scimitar that has Turquoise inlay and a Turquoise pommel. 3 350 1
  • Frozen Deflector
  • * Magic
Wicker basket
two giant down feathers
Giant snake scales
Giant beetle antennae the beetles are rust monsters
tiny birdcage with no door
Clean Shirt
Silver ring
Dungeoneer's Pack
Scholar's Pack
Elven short sword
chain mail
Polished stone necklace 25gp
Blue Fine Cloth Tabard 25gp each
Rabbit skin Rug 200 gp
Perfumed Candles In a box 25 Gp
Onyx 100 Gp
Elven mask black
Elven towel
Platinum belt buckle 10
Silver dragon scales
Scroll of cure wounds
Bottle of fine spirits
Pistol 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. 3 250 1
  • Pistol
Blunderbuss 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. 5 50 1
  • Blundrbuss
Arquebus 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. 7 75 1
  • Arquebus
Caliver 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. 9 150 1
  • Caliver
Musket 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. 15 500 1 Hooked: A weapon that has the hooked property is designed to be fired only when hooked onto a special fork (1 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets.
  • Musket
Handgunne he most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole. 15 750 1 Hooked: A weapon that has the hooked property is designed to be fired only when hooked onto a special fork (1 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets.
  • Handgunne
Bullet Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written. 1 .2
Lead Shot 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. 1 .5 Spread. When attacking a target within half this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.
Handgunne Ball Handgunnes shoot heavy lead balls that are simply smaller versions of cannon balls. 1 3
Smokepowder, keg 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. 20 250
Smokepowder, packet 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. .5 10
Runes of time slow circle
The Enchiridion of the Celestial Planes (book)
Pearl 100
Bronze bracelet
Magical Madura's Membership Coin
Silverleaf
Alchemical ingredients
Face makeup
Hurdy-gurdy
Boots
Magic Pouch Mini Bag of Holding Gives me telepathy with malfus
Half vial of "Elixir of Eternal Life"
Boots of the Windpath 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. boots
Lv 1 Scroll components
Scroll of Grease
Scroll of Sanctuary
Scroll of Catapult
Map of the Phlogiston
Tuning fork, Pirtel Tuning fork to Resonance Consultancy on Uma in Pirtel Good for 9 willing creatures total. 250g
Tuning Fork, City of Brass Tuning fork to the City of Brass in the Plane of Fire Good for 9 willing creatures total.
Healing potion Qty4 40Gp
Mage Armor 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. 0 1
  • Mage Armor
  • * Magic
Prayer Book
Stick of Incense
Vestments
Belt Pouch
Book of Lore
Little bag of sand
Small Knife
String, 10 feet
Book: The Illithid's first words
Helmet of comprehend languages (cursed) Cannot be removed after being put on. 200
Pretty cursed hat (1x) 20g ea 20
Scroll of remove curse 200
Alms box
Censer
Green towel & Bathrobe Embroidered "Haze" on each. 40
Map of Sigil City of Doors .5
Bag of Holding 350
Fire Bow 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 2 lbs 1200 gp
Cracked purple gem Broken air ship crystal
Portal Key to Glasses 100
Dust of translation 30 uses 100
Endless Pouch of Dust of Tracelessness 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. 750gp
Pillow
Grax's Firestarter Flaming +2 Bow with extra critical die (triple dice, not double) 2 1200 1
  • Grax's Firestarter
  • Weapon, +2
  • Modified help
Tuning fork for Sigil 250
Lifeless Coast Flag
Ethril Spectacles 1 200
  • * Magic
scrap of leather with "pull me" written on it
Jade shards
folded stone cloak it doesn't unfold
Stone towel Also does not unfold
Live mouse
Sun-metal schematic
Vial with flake of white metal
Terra tuning fork
Witch's book
Many handed pouch
potion
Skeletons (10x) just a pile of bones
Watermelon Jam Watermelon Jam 12 oz 1gp
Map of City of Brass Undercity
Fruitcake
Heavy metal boots (scrap)
Staff IOU
Wide brimmed hat
Darkheart, Dawn of the Sky 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. 3 lbs
Scorpius – The Reaper of Lies Once per day, the wielder may cast Dominate Person (DC 15) 1 1
  • Scorpius – The Reaper of Lies (Pistol)
  • Teeth of the Dragon
  • Modified help
Arcturus – The Staff of Stars Once per day, the wielder may cast Lightning Leaps (DC 14). 2 1
  • Arcturus – The Staff of Stars
  • Teeth of the Dragon
  • Modified help
Cursed bowler hat
Avocado jam
Strawberry jam
Blackberry, apple, cherry, peach, and coconut jam
Concealing Pouch 100
  • Concealing Pouch
armor
Silver greatsword
Mind Flayer heart 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 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) 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
Mind Flayer Brain
Scroll of lesser restoration
Dragon slayer greatsword Plus 1 sword plus 3d6 to dragons
Cinnamon (lbs)
Potion of Dragonstrength 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. 125
  • Potion of Dragonscales (black)
Calamari Platter Captured Illithid Ship
Recipe of cure tentacle disease
The club and it's primitive history A book on early spelljammer history
Principles of Stubborness self-help book
Anatomy book Where to hit people good.
Arcane Lock Lock
Rubbing of silver bar A stag shaped symbol
Cotton (lbs)
Ginger (lbs)
Butterfly Knife - Cobalt +1 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. 1 800 1
  • Butterfly Knife - Cobalt
  • Butterfly Knife - Cobalt +1
  • Modified help
Quarterstaff +1 4 300 1
  • Quarterstaff
  • Weapon, +1
  • Modified help
20 +2 arrows
Codex Oraculum 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. 5
  • Codex Oraculum
Gemini – The Hammer of Truth 5 1
  • Gemini – The Hammer of Truth
  • Teeth of the Dragon
  • Modified help
Gra
Circlet of Tongues 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. 600
  • Circlet of Tongues
Loadstone - Hunter 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. 0
  • Loadstone - Hunter
Loadstone - Duelist 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. 0
  • Loadstone - Duelist
Loadstone - Book Worm 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. 0
  • Loadstone - Book Worm
Loadstone - Translator Translator. Once per day as an action, you understand the literal meaning of any spoken language that you hear for ten minutes. 0
  • Loadstone - Translator
Loadstone - Apothecary 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. 0
  • Loadstone - Apothecary
Loadstone - Beast Voice Beast Voice. Once per day, as an action, for one minute you gain the ability to comprehend and verbally communicate with beasts. 0
  • Loadstone - Beast Voice
Loadstone - Flowing Water Flowing Water. Once per day, as a bonus action, your movement doesn’t provoke opportunity attacks until the start of your next turn. 0
  • Loadstone - Flowing Water
Loadstone - Eye for Weakness 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. 0
  • Loadstone - Eye for Weakness
Loadstone - Locksmith 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. 0
  • Loadstone - Locksmith
Loadstone - Catnap 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. 0
  • Loadstone - Catnap
Loadstone - Float to the Surface Float to the Surface. You can stand up from Prone using only 5ft of Movement. 0
  • Loadstone - Float to the Surface
Loadstone - Necromancers Blessing Necromancers Blessing. You are Invisible to Undead creatures 0
  • Loadstone - Necromancers Blessing
Loadstone - Compass Compass. You always know your cardinal directions, and your depth or elevation. 0
  • Loadstone - Compass
Loadstone - Tradesmen Tradesmen. Once per day, as an action, for one minute you have advantage on any Persuasion checks to negotiate a price. 0
  • Loadstone - Tradesmen
Loadstone - Appraiser 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. 0
  • Loadstone - Appraiser
Loadstone - Blood of the Basilisk Blood of the Basilisk. You are immune to the Petrified condition. 0
  • Loadstone - Blood of the Basilisk
Loadstone - Forceful Wind 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. 0
  • Loadstone - Forceful Wind
Loadstone - Redirection Redirection. Once per day, as a reaction, you may give an attack against you Disadvantage. 0
  • Loadstone - Redirection
Loadstone - Command 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. 0
  • Loadstone - Command
Loadstone - Wind Walker Wind Walker. Once per day, as a bonus action, you gain fly speed of 30ft for 1 minute. 0
  • Loadstone - Wind Walker
Loadstone - Protective Moon Protective Moon. You can rest in armor with no penalties. 0
  • Loadstone - Protective Moon
Loadstone - Tail Fin Tail Fin. You gain a swim speed equal to your walking speed. 0
  • Loadstone - Tail Fin
Loadstone - Dapper 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. 0
  • Loadstone - Dapper
Loadstone - Expert Chef 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. 0
  • Loadstone - Expert Chef
Loadstone - Forager Forager. You find twice as much food from plants and dead animals upon a successful Survival check. 0
  • Loadstone - Forager
Loadstone - Diplomat Diplomat. Once per day, you may grant yourself advantage on an Insight check. 0
  • Loadstone - Diplomat
Loadstone - Fleeing Prey Fleeing Prey. While on land, you are no longer slowed by mundane difficult terrain. 0
  • Loadstone - Fleeing Prey
Loadstone - Courier Courier. Your movement speed increases by 5 ft. 0
  • Loadstone - Courier
  • Modified help
Diplomat's Pouch
  • Diplomat's Pouch
Feathers - Hawk
Stone Marble
Fur - Brown Bear .1
Red Stone in the shape of a taco shell .3
Scroll of Comprehend Languages
Sealed Scroll Tube
Polished Long Sword Long sword cries out to the warlock that wields it. 300 1
  • Kriv Pact Weapon
  • Weapon, +1
  • Modified help
Scroll of Noble Pedigree
Handful of hawk feathers
Red Aeolian coin
Glass encased message
Fur - Llama, small handful
Feathers - Owl
Minor's Helmet Has a candle on it
Unprocessed ore Green crystals coming out of it. Copper ore. 3
Gold colored thread
Potion of Bravery
  • Potion of Bravery
Potion of Celestial Might
  • Potion of Celestial Might
Potion of Desecration
  • Potion of Desecration
Potion of Detect Thoughts
  • Potion of Detect Thoughts
Potion of Dragonstrength - Wyrmling
  • Potion of Dragonscales - Wyrmling
Potion of Dragonstrength - Young
  • Potion of Dragonscales - Young
Potion of Dragonstrength - Adult
  • Potion of Dragonscales - Adult
Potion of Dragonstrength - Ancient
  • Potion of Dragonscales - Ancient
Potion of Elemental Tempering
  • Potion of Elemental Tempering
Potion of Infernal Vitality
  • Potion of Infernal Vitality
Potion of Magical Madness
  • Potion of Magical Madness
Potion of Ogre Strength
  • Potion of Ogre Strength
Potion of Poison Immunity
  • Potion of Poison Immunity
Potion of Pollution Breathing
  • Potion of Pollution Breathing
Potion of Rage
  • Potion of Rage
Potion of Rapport
  • Potion of Rapport
Potion of Reflexes
  • Potion of Reflexes
Potion of Ruined Flesh
  • Potion of Ruined Flesh
Potion of Sensing
  • Potion of Sensing
Potion of Sickness
  • Potion of Sickness
Potion of Sloth
  • Potion of Sloth
Potion of Stamina
  • Potion of Stamina
Potion of Speak With Plants
  • Potion of Speak With Plants
Potion of the Sahuagin
  • Potion of the Sahuagin
Potion of the Sea
  • Potion of the Sea
Potion of the Siege
  • Potion of the Siege
Potion of Winterbite
  • Potion of Winterbite
Potion of Winter’s Rest
  • Potion of Winter’s Rest
Thunderwhistle captain's log
Brass Key
Ashton Quarry Map
Writing set .5 .5
Stone D6 Perfect stone cube! Given to my by an orc in trade for my perfect stone marble
Bronze arrow head .1
A gnome's hair brush .1
A mushroom paperweight made of iron 5
Mac'tah climbing root 1.5
Vial of Mac'tah Extract Potion of Climbing key ingredient
The Aeolian History
Wagon
Chicken 1 2cp
Goat 1 Gp
Dried Meats 1 .5
Mule 8
Salt 1 .05
Feed 10 .1
Hireling - Devi Bozzelli 2sp/day: Halfling - Neutral. Impulse buyer/spender, Calm. .2
Tea 1 .5
Blacksmith's bending fork 2
Vine Cutting from Adwick Castle
Parchment - Torn A torn page on which is written: Death! / Plop. / The barges down in the river flop. / Flop, plop. / Above, beneath.
Deck of cards A rudimentary deck of playing cards made on the backs of Wanted Person leaflets. .1
Earring radio amplifier
Earring radio
Aeolian Shield 6 200 1
  • Shield
  • Shield, +1
  • Modified help
Potion Catalyst
Aeolian Figurine
  • Aeolian Figurine
Aeolian Figurine - Griffon 1
  • Aeolian Figurine
Aeolian Figurine - War Horse 1
  • Aeolian Figurine
Aeolian Figurine - Hippocampus 1
  • Aeolian Figurine
Aeolian Figurine - Wyvern 1
  • Aeolian Figurine
Earring of Communication 1
  • Earring of Communication
Boots of Walking
Potion of Thunder Resistance When you drink this potion, you gain resistance to thunder damage for 1 hour.
A small stone with a hole in the center
Ancient Aeolian copper coin ?
Belaying pin (club)
Aeolian disk Portable comprehend languages disk that lasts 1 hour per day.
Amulet of Flaming Dead 1
Parchment - (Dalsprak) Shopping List
Mini Pinecone The size of your thumb
Rope (10ft) - Knotted with several sailor knots 2
Broach - Coat of arm of House Caraf .1
Necklace - Tettiena's Sword Giftshop Souvenir .5
Cog, Brass .2
Business Card - Hans Roen Dalenrike Archeological Researcher 0
Vial of salt water
Petrified Wood .5
Bundle of splinters of relay crystal from Paggaio Crater .1
Snow globe - Duchess Library Eternal Spring .5
Gold Wire 5ft .1 1
Backpack Exterior Straps
Dried Cactus Fruit
Book on manners and etiquette With a four-leaf clover pressed inside
Chess piece - Ornate made from glass
Horseshoe Inlayed with cobalt. Points towards strong sources of magic. 2
Potion of deja vu 10
Pressed 4-leaf clover
Door knob
Bottle of Lydus Whiskey Tastes like Vodka
Sundress (Semi-fine) 1
Small Chest
Pearl Earrings 5
Pot of Glue - Post-It
Violin Bow
Orc Totem of Friendship Wooden totem of an orc with one eye and a smile.
Orc Toothpick Chicken bone sharpened to a point on one end
Magic Walking Shoes
Winged Horse Statue
Dagger +1 300 1
  • Dagger
  • Weapon, +1
  • Modified help
Dragon Scale - Cobalt (small) 1 inch dragon scale that is cobalt blue
Hair
Birds beak
Rusty iron nose ring
Finder bone with a face carved
Gnomish tuning form
Half a silver spoon
Larva in a small jar
Clay flute (small)
Dull bronze arrow head
Cracked monocle
Multiple colored beads
Beaver pelts
Dagger +2 1
  • Dagger
  • Weapon, +2
  • Modified help
Helmet of Scale Mail+2 While you’re wearing it, you may use an action to speak the command word to instantly don or doff the armor. 1
  • Scale Mail
  • Armor, +2
  • Modified help
Token of Locate Death While this item is in your possession, if you fall to 0 hp and die, it sends your location to a paired device.
  • * Magic
Deed to a farm in Grovemoor
Pebble that floats 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) Empty vial with corked ends at the top and bottom
Parchment - folded With the names of all your party members on it, including you.
Gold (red)
Longsword +2 1
  • Longsword
  • Weapon, +2
  • Modified help
Invisible ink
12 poison vials
Potion of Dragonscales (black) 125
  • Potion of Dragonscales (black)
Glass Eye Used for clairvoyance spell (sight) 100gp
Conch shell Component to be sued for clairvoyance spell (hearing) *Need to bedazzle it with jewels first 100gp
Aeolian flag
Halfling skull Created by cobalt meteor
Keys to The Lost Connections Ancient Aeolian ship
Yton made mask
Mace +2 1
  • Mace
  • Weapon, +2
  • Modified help
Rapier +2 1
  • Rapier
  • Weapon, +2
  • Modified help
10K gp 10K
Gems 5K
Beholder teeth 9x
Bag of stolen jewelry Stole from thieves guild 300
Kyanite Shard 1 time use. Restores 3 ki points.
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