Kit Items

Add Name Description Weight Value Equipable
Add Club 2 1 Sp Yes
Add Dagger 1 2 Gp Yes
Add Greatclub 10 2 Sp Yes
Add Handaxe 2 5 Gp Yes
Add Javelin 2 5 Sp Yes
Add Light hammer 2 2 Gp Yes
Add Mace 4 5 Gp Yes
Add Quarterstaff 4 2 Sp Yes
Add Sickle 0 1 Gp Yes
Add Spear 3 1 Gp Yes
Add Light Crossbow 5 25 Gp Yes
Add Dart 0.25 5 Gp Yes
Add Shortbow 2 25 Gp Yes
Add Sling Ranged 0 1 Sp Yes
Add Battleaxe 4 10 Gp Yes
Add Flail 2 10 Gp Yes
Add Glaive 6 20 Gp Yes
Add Greataxe 7 30 Gp Yes
Add Greatsword 6 50 Gp Yes
Add Halberd 6 20 Gp Yes
Add Lance 6 10 Gp Yes
Add Longsword 3 15 Gp Yes
Add Maul 10 10 Gp Yes
Add Morningstar 4 15 Gp Yes
Add Pike 18 5 Gp Yes
Add Rapier 2 25 Gp Yes
Add Scimitar 3 25 Gp Yes
Add Shortsword 2 10 Gp Yes
Add Trident 4 5 Gp Yes
Add War pick 2 5 Gp Yes
Add Warhammer 2 15 Gp Yes
Add Whip 3 2 Gp Yes
Add Blowgun 1 10 Gp Yes
Add Hand Crossbow 3 75 Gp Yes
Add Heavy Crossbow 18 50 Gp Yes
Add Longbow 2 50 Gp Yes
Add Net 3 1 Gp Yes
Add Padded Armor 8 5 Gp Yes
Add Leather Armor 10 10 Gp Yes
Add Studded Leather Armor 13 45 Gp Yes
Add Hide Armor 12 10 Gp Yes
Add Chain Shirt 20 50 Gp Yes
Add Scale Mail Armor 45 50 Gp Yes
Add Breastplate Armor 20 400 Gp Yes
Add Half Plate Armor 40 750 Gp Yes
Add Ring Mail 40 30 Gp Yes
Add Chain Mail 55 75 Gp Yes
Add Splint Armor 60 200 Gp Yes
Add Plate Armor 65 1,500 Gp Yes
Add Shield 6 10 Gp Yes
Add Abacus 2 2 Gp No
Add 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 Gp No
Add 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 Gp No
Add Arrows (Ammunition) 0.05 5 Cp No
Add Blowgun Needles (Ammunition) 0.02 2 Cp No
Add Crossbow bolts (Ammunition) 0.075 5 Cp No
Add Sling bullets (Ammunition) 0.075 No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add More Backpack 5 2 Gp No
Add 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 Gp No
Add Barrel 70 2 Gp No
Add Basket 2 4 Sp No
Add Bedroll 7 1 Gp No
Add Bell 0 1 Gp No
Add More Blanket 3 5 Sp No
Add 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 Gp No
Add 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 Gp No
Add Bottle, glass 2 2 Gp No
Add Bucket 2 5 Cp No
Add 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 Gp No
Add More Candle For 1 hour, a Candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet. 0 1 Cp No
Add Case, crossbow bolt This wooden case can hold up to twenty Crossbow bolts. 1 1 Gp No
Add 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 Gp No
Add Chain (10 feet) A chain has 10 Hit Points. It can be burst with a successful DC 20 Strength check. 10 5 Gp No
Add Chalk (1 piece) 0 1 Cp No
Add Chest 25 5 Gp No
Add Clothes, Common 3 5 Sp No
Add Clothes, costume 4 5 Gp No
Add Clothes, fine 6 15 Gp No
Add Clothes, traveler's 4 2 Gp No
Add 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 Gp No
Add Crowbar Using a Crowbar grants advantage to Strength Checks where the crowbar's leverage can be applied. 5 2 Gp No
Add Sprig of mistletoe (Druid Focus) A druid can use such this as a Spellcasting focus. 0 1 Gp No
Add Totem (Druid Focus) A druid can use such this as a Spellcasting focus. 0 1 Gp No
Add Wooden staff (Druid Focus) A druid can use such this as a Spellcasting focus. 4 5 Gp No
Add Yew wand (Druid Focus) A druid can use such this as a Spellcasting focus. 1 10 Gp No
Add Fishing tackle This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting. 4 1 Gp No
Add Flask 1 2 Cp No
Add Tankard 1 2 Cp No
Add Grappling hook 4 2 Gp No
Add Hammer 3 1 Gp No
Add Hammer, sledge 10 2 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add Hourglass 1 25 Gp No
Add 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 Gp No
Add Ink (1 ounce bottle) 0 10 Gp No
Add Ink pen 0 2 Cp No
Add Jug or Pitcher 4 2 Cp No
Add Kit, climber's 12 25 Gp No
Add Kit, healer's 3 5 Gp No
Add Kit, mess 1 2 Gp No
Add Ladder (10-foot) 25 1 Sp No
Add 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 5 Sp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add Mirror, steel 0.5 5 Gp No
Add 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 1 Sp No
Add Paper (one sheet) 0 2 Sp No
Add Parchment (one sheet) 0 1 Sp No
Add Perfume (vial) 0 5 Gp No
Add Pick, miner's 10 2 Gp No
Add Piton 0.25 5 Gp No
Add 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 Gp No
Add Pole (10-foot) 7 5 Cp No
Add Pot, iron 10 2 Gp No
Add 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 5 Sp No
Add Quiver A Quiver can hold up to 20 Arrows. 1 1 Gp No
Add 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 Gp No
Add More Rations (1 day)  Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts. 2 5 Sp No
Add Robes 4 1 Gp No
Add 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 Gp No
Add 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 Gp No
Add Sack 0.5 1 Cp No
Add 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 Gp No
Add Sealing wax 0 5 Sp No
Add Shovel 5 2 Gp No
Add Signal whistle 0 5 Cp No
Add Signet ring 0 5 Gp No
Add Soap 0 2 Cp No
Add Spellbook Essential for wizards, a Spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording Spells. 3 50 Gp No
Add Spikes, iron (10) 5 1 Gp No
Add Spyglass  Objects viewed through a Spyglass are magnified to twice their size. 1 1,000 Gp No
Add Tent, two-person A simple and portable canvas shelter, a tent sleeps two. 20 2 Gp No
Add More 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 5 Sp No
Add 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 1 Cp No
Add Vial 0 1 Gp No
Add More Waterskin 5 2 Sp No
Add Whetstone 1 1 Cp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 1 Sp No
Add 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 5 Sp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add 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 Gp No
Add Saplite Dagger +1 +1 to initiative, attack rolls, and damage 1 300 Gp Yes
Add Warhammer +1 2 300 Gp Yes
Add 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 4,000 Gp Yes
Add The Staff Speak command word to change the elemental damage type to: Cold, Fire, Force, Lightning, or Thunder 4 10,000 Gp Yes
Add 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 6,000 Gp Yes
Add Talon +1 3 300 Gp Yes
Add Shortsword +2 2 501-5000 gp Yes
Add Unarmed Strike 0 Yes
Add Unarmed Strike (Monk) 0 Yes
Add Giant Slayer Scimitar +3 +3 bonus to attack and damage rolls made with this weapon (+4 vs. Giants) 3 6,000 Gp Yes
Add Necrotic Longsword +1 3 300 Gp Yes
Add Farbane +3 +3 to aberrations. Once per day you may deal extra weapon dice of damage. 2 5001-50000 gp Yes
Add 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 7,000 Gp Yes
Add Staff of Good Luck Provides +1 to all skill checks 4 101-500 gp Yes
Add Adamantine Armor 101-500 gp No
Add Alchemy Jug 450 Gp No
Add Ammunition, +1 101-500 gp No
Add Ammunition, +2 501-5000 gp No
Add Ammunition, +3 5001-50000 gp No
Add Amulet of Health 501-5000 gp No
Add Amulet of Proof Against Detection and Location 200 Gp Yes
Add Amulet of the Planes 5001-50000 gp Yes
Add Animated Shield 5001-50000 gp No
Add Apparatus of Kwalish 50001- gp No
Add Armor of Invulnerability 50001- gp No
Add Armor of Resistance 501-5000 gp No
Add Armor of Vulnerability 501-5000 gp No
Add Armor, +1 501-5000 gp No
Add Armor, +2 5001-50000 gp No
Add Armor, +3 50001- gp No
Add Arrow of Slaying 5001-50000 gp No
Add Arrow-catching Shield 1,500 Gp No
Add Bag of Beans 501-5000 gp No
Add Bag of Devouring 5001-50000 gp No
Add Bag of Holding 15 400 Gp No
Add Bag of Tricks 500 Gp No
Add Bead of Force 501-5000 gp No
Add Belt of Cloud Giant Strength 50001- gp No
Add Belt of Dwarvenkind 501-5000 gp No
Add Belt of Fire Giant Strength 5001-50000 gp No
Add Belt of Frost Giant Strength 5001-50000 gp No
Add Belt of Hill Giant Strength 501-5000 gp No
Add Belt of Stone Giant Strength 5001-50000 gp No
Add Belt of Storm Giant Strength 50001- gp No
Add Berserker Axe 501-5000 gp No
Add Boots of Elvenkind 101-500 gp No
Add Boots of Levitation 2,000 Gp No
Add Boots of Speed 501-5000 gp No
Add Boots of Striding and Springing 101-500 gp No
Add Boots of the Winterlands 400 Gp No
Add Bowl of Commanding Water Elementals 501-5000 gp No
Add Bracers of Archery 300 Gp No
Add Bracers of Defense 5,000 Gp No
Add Brazier of Commanding Fire Elementals 501-5000 gp No
Add Brooch of Shielding 101-500 gp No
Add Broom of Flying 500 Gp No
Add Candle of Invocation 5001-50000 gp No
Add Cap of Water Breathing 450 Gp No
Add Cape of the Mountebank 3,500 Gp No
Add Carpet of Flying 5001-50000 gp No
Add Censer of Controlling Air Elementals 501-5000 gp No
Add Chime of Opening 501-5000 gp No
Add Circlet of Blasting 400 Gp No
Add Cloak of Arachnida 5001-50000 gp No
Add Cloak of Displacement 501-5000 gp No
Add Cloak of Elvenkind 400 Gp No
Add Cloak of Invisibility 50001- gp No
Add Cloak of Protection 101-500 gp No
Add Cloak of the Bat 501-5000 gp No
Add Cloak of the Manta Ray 101-500 gp No
Add Crystal Ball 5001-50000 gp No
Add Crystal Ball of Mind Reading 50001- gp No
Add Crystal Ball of Telepathy 50001- gp No
Add Crystal Ball of True Seeing 50001- gp No
Add Cube of Force 501-5000 gp No
Add Cubic Gate 50001- gp No
Add Daern's Instant Fortress 501-5000 gp No
Add Dagger of Venom 501-5000 gp No
Add Dancing Sword 5001-50000 gp No
Add Decanter of Endless Water 200 Gp No
Add Deck of Illusions 101-500 gp No
Add Deck of Many Things 50001- gp No
Add Defender 50001- gp No
Add Demon Armor 30,000 Gp No
Add Dimensional Shackles 501-5000 gp No
Add Dragon Scale Mail 5001-50000 gp No
Add Dragon Slayer 501-5000 gp No
Add Driftglobe 101-500 gp No
Add Dust of Disappearance 101-500 gp No
Add Dust of Dryness 101-500 gp No
Add Dust of Sneezing and Choking 101-500 gp No
Add Dwarven Plate 5001-50000 gp No
Add Dwarven Thrower 5001-50000 gp No
Add Efreeti Bottle 5001-50000 gp No
Add Efreeti Chain 50001- gp No
Add Elemental Gem 101-500 gp No
Add Elixir of Health 501-5000 gp No
Add Elven Chain 501-5000 gp No
Add Eversmoking Bottle 101-500 gp No
Add Eyes of Charming 101-500 gp No
Add Eyes of Minute Seeing 101-500 gp No
Add Eyes of the Eagle 101-500 gp No
Add Figurine of Wondrous Power, Bronze Griffon 501-5000 gp No
Add Figurine of Wondrous Power, Ebony Fly 501-5000 gp No
Add Figurine of Wondrous Power, Golden Lions 501-5000 gp No
Add Figurine of Wondrous Power, Ivory Goats 501-5000 gp No
Add Figurine of Wondrous Power, Marble Elephant 501-5000 gp No
Add Figurine of Wondrous Power, Obsidian Steed 5001-50000 gp No
Add Figurine of Wondrous Power, Onyx Dog 501-5000 gp No
Add Figurine of Wondrous Power, Serpentine Owl 501-5000 gp No
Add Figurine of Wondrous Power, Silver Raven 101-500 gp No
Add Flame Tongue 501-5000 gp No
Add Folding Boat 501-5000 gp No
Add Frost Brand 5001-50000 gp No
Add Gauntlets of Ogre Power 101-500 gp No
Add Gem of Brightness 101-500 gp No
Add Gem of Seeing 501-5000 gp No
Add Giant Slayer 501-5000 gp No
Add Glamoured Studded Leather 501-5000 gp No
Add Gloves of Missile Snaring 101-500 gp No
Add Gloves of Swimming and Climbing 101-500 gp No
Add Gloves of Thievery 101-500 gp No
Add Goggles of Night 101-500 gp No
Add Hammer of Thunderbolts 50001- gp No
Add Hat of Disguise 101-500 gp No
Add Headband of Intellect 101-500 gp No
Add Helm of Brilliance 5001-50000 gp No
Add Helm of Comprehending Languages 200 Gp No
Add Helm of Telepathy 101-500 gp No
Add Helm of Teleportation 501-5000 gp No
Add Heward's Handy Haversack 501-5000 gp No
Add Holy Avenger 50001- gp No
Add Horn of Blasting 501-5000 gp No
Add Horn of Valhalla, Brass 501-5000 gp No
Add Horn of Valhalla, Bronze 5001-50000 gp No
Add Horn of Valhalla, Iron 50001- gp No
Add Horn of Valhalla, Silver 501-5000 gp No
Add Horseshoes of a Zephyr 5001-50000 gp No
Add Horseshoes of Speed 501-5000 gp No
Add Immovable Rod 500 Gp No
Add Instrument of the Bards, Anstruth Harp 5001-50000 gp No
Add Instrument of the Bards, Canaith Mandolin 501-5000 gp No
Add Instrument of the Bards, Cli Lyre 501-5000 gp No
Add Instrument of the Bards, Doss Lute 101-500 gp No
Add Instrument of the Bards, Fochlucan Bandore 101-500 gp No
Add Instrument of the Bards, Mac-Fuirmidh Cittern 101-500 gp No
Add Instrument of the Bards, Ollamh Harp 50001- gp No
Add Ioun Stone, Absorption 5001-50000 gp No
Add Ioun Stone, Agility 5001-50000 gp No
Add Ioun Stone, Awareness 501-5000 gp No
Add Ioun Stone, Fortitude 5001-50000 gp No
Add Ioun Stone, Greater Absorption 50001- gp No
Add Ioun Stone, Insight 5001-50000 gp No
Add Ioun Stone, Intellect 5001-50000 gp No
Add Ioun Stone, Leadership 5001-50000 gp No
Add Ioun Stone, Mastery 50001- gp No
Add Ioun Stone, Protection 501-5000 gp No
Add Ioun Stone, Regeneration 50001- gp No
Add Ioun Stone, Reserve 501-5000 gp No
Add Ioun Stone, Strength 5001-50000 gp No
Add Ioun Stone, Sustenance 500 Gp No
Add Iron Bands of Bilarro 501-5000 gp No
Add Iron Flask 50001- gp No
Add Javelin of Lightning 101-500 gp No
Add Keoghtom's Ointment 101-500 gp No
Add Lantern of Revealing 101-500 gp No
Add Luck Blade 50001- gp No
Add Mace of Disruption 3,000 Gp Yes
Add Mace of Smiting 501-5000 gp No
Add Mace of Terror 501-5000 gp No
Add Mantle of Spell Resistance 501-5000 gp No
Add Manual of Bodily Health 5001-50000 gp No
Add Manual of Gainful Exercise 5001-50000 gp No
Add Manual of Golems 5001-50000 gp No
Add Manual of Quickness of Action 5001-50000 gp No
Add Mariner's Armor 101-500 gp No
Add Medallion of Thoughts 101-500 gp No
Add Mirror of Life Trapping 5001-50000 gp No
Add Mithral Armor 300 Gp No
Add Necklace of Adaptation 101-500 gp No
Add Necklace of Fireballs 501-5000 gp No
Add Necklace of Prayer Beads 501-5000 gp No
Add Nine Lives Stealer 5001-50000 gp No
Add Nolzur's Marvelous Pigments 5001-50000 gp No
Add Oathbow 5001-50000 gp No
Add Oil of Etherealness 501-5000 gp No
Add Oil of Sharpness 5001-50000 gp No
Add Oil of Slipperiness 101-500 gp No
Add Pearl of Power 300 Gp No
Add Periapt of Health 101-500 gp Yes
Add Periapt of Proof Against Poison 501-5000 gp No
Add Periapt of Wound Closure 2,000 Gp No
Add Philter of Love 101-500 gp No
Add Pipes of Haunting 101-500 gp No
Add Pipes of the Sewers 101-500 gp No
Add Plate Armor of Etherealness 50001- gp No
Add Portable Hole 2,000 Gp No
Add Potion of Animal Friendship 200 Gp No
Add Potion of Clairvoyance 960 Gp No
Add Potion of Climbing 100 Gp No
Add Potion of Cloud Giant Strength 5001-50000 gp No
Add Potion of Diminution 270 Gp No
Add Potion of Fire Breath 150 Gp No
Add Potion of Fire Giant Strength 501-5000 gp No
Add Potion of Flying 5,000 Gp No
Add Potion of Frost Giant Strength 501-5000 gp No
Add Potion of Gaseous Form 300 Gp No
Add Potion of Greater Healing 200 Gp No
Add Potion of Growth 300 Gp No
Add Potion of Healing 50 Gp No
Add Potion of Heroism 200 Gp No
Add Potion of Hill Giant Strength 400 Gp No
Add Potion of Invisibility 2,000 Gp No
Add Potion of Invulnerability 3,840 Gp No
Add Potion of Longevity 9,000 Gp No
Add Potion of Mind Reading 200 Gp No
Add Potion of Poison 100 Gp No
Add Potion of Resistance 300 Gp No
Add Potion of Speed 400 Gp No
Add Potion of Stone Giant Strength 501-5000 gp No
Add Potion of Storm Giant Strength 50001- gp No
Add Potion of Superior Healing 500 Gp No
Add Potion of Supreme Healing 1,350 Gp No
Add Potion of Vitality 960 Gp No
Add Potion of Water Breathing 100 Gp No
Add Quaal's Feather Token 501-5000 gp No
Add Quiver of Ehlonna 101-500 gp No
Add Ring of Air Elemental Command 50001- gp No
Add Ring of Animal Influence 2,000 Gp No
Add Ring of Djinni Summoning 50001- gp No
Add Ring of Earth Elemental Command 50001- gp No
Add Ring of Evasion 501-5000 gp No
Add Ring of Feather Falling 501-5000 gp No
Add Ring of Fire Elemental Command 50001- gp No
Add Ring of Free Action 501-5000 gp No
Add Ring of Invisibility 50001- gp No
Add Ring of Jumping 101-500 gp No
Add Ring of Mind Shielding 200 Gp No
Add Ring of Protection 501-5000 gp No
Add Ring of Regeneration 5001-50000 gp No
Add Ring of Resistance 700 Gp No
Add Ring of Shooting Stars 5001-50000 gp No
Add Ring of Spell Storing 501-5000 gp No
Add Ring of Spell Turning 50001- gp No
Add Ring of Swimming 101-500 gp No
Add Ring of Telekinesis 5001-50000 gp No
Add Ring of the Ram 4,000 Gp No
Add Ring of Three Wishes 50001- gp No
Add Ring of Warmth 101-500 gp No
Add Ring of Water Elemental Command 50001- gp No
Add Ring of Water Walking 400 Gp No
Add Ring of X-ray Vision 501-5000 gp No
Add Robe of Eyes 501-5000 gp No
Add Robe of Scintillating Colors 5001-50000 gp No
Add Robe of Stars 5001-50000 gp No
Add Robe of the Archmagi 50001- gp No
Add Robe of Useful Items 101-500 gp No
Add Rod of Absorption 5001-50000 gp No
Add Rod of Alertness 5001-50000 gp No
Add Rod of Lordly Might 50001- gp No
Add Rod of Resurrection 50001- gp No
Add Rod of Rulership 501-5000 gp No
Add Rod of Security 5001-50000 gp No
Add Rod of the Pact Keeper, +1 101-500 gp No
Add Rod of the Pact Keeper, +2 501-5000 gp No
Add Rod of the Pact Keeper, +3 5001-50000 gp No
Add Rope of Climbing 150 Gp No
Add Rope of Entanglement 501-5000 gp No
Add Saddle of the Cavalier 101-500 gp No
Add Scarab of Protection 50001- gp No
Add Scimitar of Speed 5001-50000 gp No
Add Scroll of Protection 501-5000 gp No
Add Sending Stones 200 Gp No
Add Sentinel Shield 101-500 gp No
Add Shield of Missile Attraction 501-5000 gp No
Add Shield, +1 200 Gp Yes
Add Shield, +2 2,000 Gp No
Add Shield, +3 5001-50000 gp No
Add Slippers of Spider Climbing 101-500 gp No
Add Sovereign Glue 50001- gp No
Add Spell Scroll, 1st Level 50-100 gp No
Add Spell Scroll, 2nd Level 100 Gp No
Add Spell Scroll, 3rd Level 300 Gp No
Add Spell Scroll, 4th Level 501-5000 gp No
Add Spell Scroll, 5th Level 501-5000 gp No
Add Spell Scroll, 6th Level 5001-50000 gp No
Add Spell Scroll, 7th Level 5001-50000 gp No
Add Spell Scroll, 8th Level 5001-50000 gp No
Add Spell Scroll, 9th Level 50001- gp No
Add Spell Scroll, Cantrip 50-100 gp No
Add Spellguard Shield 5001-50000 gp No
Add Sphere of Annihilation 50001- gp No
Add Staff of Charming 501-5000 gp No
Add Staff of Fire 5001-50000 gp No
Add Staff of Frost 5001-50000 gp No
Add Staff of Healing 2,000 Gp No
Add Staff of Power 5001-50000 gp No
Add Staff of Striking 5001-50000 gp No
Add Staff of Swarming Insects 501-5000 gp No
Add Staff of the Adder 101-500 gp No
Add Staff of the Magi 50001- gp No
Add Staff of the Python 300 Gp No
Add Staff of the Woodlands 501-5000 gp No
Add Staff of Thunder and Lightning 5001-50000 gp No
Add Staff of Withering 501-5000 gp No
Add Stone of Controlling Earth Elementals 501-5000 gp No
Add Stone of Good Luck 101-500 gp No
Add Sun Blade 501-5000 gp No
Add Sword of Answering 50001- gp No
Add Sword of Life Stealing 501-5000 gp No
Add Sword of Sharpness 5001-50000 gp No
Add Sword of Vengeance 101-500 gp No
Add Sword of Wounding 501-5000 gp No
Add Talisman of Pure Good 50001- gp No
Add Talisman of the Sphere 50001- gp No
Add Talisman of Ultimate Evil 50001- gp No
Add Tentacle Rod 501-5000 gp No
Add Tome of Clear Thought 5001-50000 gp No
Add Tome of Leadership and Influence 5001-50000 gp No
Add Tome of the Stilled Tongue 50001- gp No
Add Tome of Understanding 5001-50000 gp No
Add Trident of Fish Command 101-500 gp No
Add Universal Solvent 50001- gp No
Add Vicious Weapon 501-5000 gp No
Add Vorpal Sword 50001- gp No
Add Wand of Binding 501-5000 gp No
Add Wand of Enemy Detection 501-5000 gp No
Add Wand of Fear 501-5000 gp No
Add Wand of Fireballs 501-5000 gp No
Add Wand of Lightning Bolts 501-5000 gp No
Add Wand of Magic Detection 101-500 gp No
Add Wand of Magic Missiles 101-500 gp No
Add Wand of Paralysis 501-5000 gp No
Add Wand of Polymorph 5001-50000 gp No
Add Wand of Secrets 101-500 gp No
Add Wand of the War Mage, +1 101-500 gp No
Add Wand of the War Mage, +2 501-5000 gp No
Add Wand of the War Mage, +3 5001-50000 gp No
Add Wand of Web 300 Gp No
Add Wand of Wonder 501-5000 gp No
Add Weapon of Warning 101-500 gp No
Add Weapon, +1 300 Gp No
Add Weapon, +2 501-5000 gp No
Add Weapon, +3 5001-50000 gp No
Add Well of Many Worlds 50001- gp No
Add Wind Fan 101-500 gp No
Add Winged Boots 101-500 gp No
Add Wings of Flying 501-5000 gp No
Add Codex Umbra Page 1 You learn the way that shadows fold around light. Adv. On Stealth checks 50001- gp No
Add 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. 50001- gp No
Add Codex Umbra Page 3 Unknown as of yet. 50001- gp No
Add Redbrand Key No
Add Nickel Spoon No
Add Tuft of gray ape fur No
Add Ivory Button No
Add Invisible Candle No
Add Awesome Hat No
Add Petrified Nose No
Add Jiggling Walking Stick No
Add Prostitute's Left Sock No
Add Dull dagger the handle isn't wrapped so it's shiny and new, and the pommel looks like a Pomeranian. No
Add Directions to the dark dungeon of Baatu on a piece of paper No
Add Small chest of gold from secret passageway No
Add Thella's Herbs and Spices Has picture of Thella on the back. Signed by Thella. No
Add Femer No
Add Half leather vest +1 ac No
Add Bat (animal) No
Add Scratched off gold inlay No
Add Jerky No
Add Barrel of Silver Ore No
Add Rake No
Add 10 expensive books No
Add Jeweled dagger No
Add 2 red gems No
Add Chalice Golden Chalice that is magic No
Add Fountain Pen No
Add Draconic Resilience Yes
Add Bottle of Vodka No
Add Bottle of Rum No
Add Unarmored Defense (Con +2) Armor Class equals 10 + your Dexterity modifier + your Constitution modifier 0 Yes
Add Fillet of Fire Giant 1 2 Sp No
Add Devilstrand Cloak Resistance to heat No
Add Orb No
Add brass coins No
Add Efreet copper ring No
Add Satsuma Jam 6oz 3 Sp No
Add Huckleberry Jam 6oz 3 Sp No
Add Starfruit Jam 6oz 3 Sp No
Add Bag on Thomas No
Add Pear jam No
Add Boilmind jam No
Add Slightly alcoholic coconut jelly 6oz 1 Sp No
Add 13' white towel No
Add 13' Terrycloth Plush Towel (red) 3 Gp No
Add Small bag No
Add Plush Robe (red) 1 Gp 5 Sp No
Add Magic handaxe No
Add Expensive tapestry No
Add Ugly jacket No
Add Boots from the cave's barracks They fit. =) No
Add Frozen Deflector Scimitar that has Turquoise inlay and a Turquoise pommel. 3 350 Gp Yes
Add Wicker basket No
Add two giant down feathers No
Add Giant snake scales No
Add Giant beetle antennae the beetles are rust monsters No
Add tiny birdcage with no door No
Add Clean Shirt No
Add Silver ring No
Add Dungeoneer's Pack No
Add Scholar's Pack No
Add Elven short sword No
Add chain mail No
Add Polished stone necklace 25 Gp No
Add Blue Fine Cloth Tabard 25 Gp No
Add Rabbit skin Rug 200 Gp No
Add Perfumed Candles In a box 25 Gp No
Add Onyx 100 Gp No
Add Elven mask black No
Add Elven towel No
Add Platinum belt buckle 10 No
Add Silver dragon scales No
Add Scroll of cure wounds No
Add Bottle of fine spirits No
Add 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 Gp Yes
Add 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 Gp Yes
Add 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 Gp Yes
Add 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 Gp Yes
Add 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 Gp Yes
Add Handgunne he most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole. 15 750 Gp Yes
Add Bullet Bullets are lead spheres used for single target attacks. When loaded with a bullet, a firearm functions as written. 1 2 Sp No
Add 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 Sp No
Add Handgunne Ball Handgunnes shoot heavy lead balls that are simply smaller versions of cannon balls. 1 3 Gp No
Add 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 Gp No
Add 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 Gp No
Add Runes of time slow circle No
Add The Enchiridion of the Celestial Planes (book) No
Add Pearl 100 Gp No
Add Bronze bracelet No
Add Magical Madura's Membership Coin No
Add Silverleaf No
Add Alchemical ingredients No
Add Face makeup No
Add Hurdy-gurdy No
Add Boots No
Add Magic Pouch Mini Bag of Holding Gives me telepathy with malfus No
Add Half vial of "Elixir of Eternal Life" No
Add 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 No
Add Lv 1 Scroll components No
Add Scroll of Grease No
Add Scroll of Sanctuary No
Add Scroll of Catapult No
Add Map of the Phlogiston No
Add Tuning fork, Pirtel Tuning fork to Resonance Consultancy on Uma in Pirtel Good for 9 willing creatures total. 250 Gp No
Add Tuning Fork, City of Brass Tuning fork to the City of Brass in the Plane of Fire Good for 9 willing creatures total. No
Add Healing potion Qty4 40 Gp No
Add 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 50-100 gp Yes
Add Prayer Book No
Add More Stick of Incense No
Add More Vestments No
Add Belt Pouch No
Add Book of Lore No
Add Little bag of sand No
Add Small Knife No
Add String, 10 feet No
Add Book: The Illithid's first words No
Add Helmet of comprehend languages (cursed) Cannot be removed after being put on. 200 Gp No
Add Pretty cursed hat (1x) 20g ea 20 Gp No
Add Scroll of remove curse 200 Gp No
Add More Alms box No
Add More Censer No
Add Green towel & Bathrobe Embroidered "Haze" on each. 40 Gp No
Add Map of Sigil City of Doors 5 Sp No
Add Bag of Holding 350 Gp No
Add 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 1,200 Gp No
Add Cracked purple gem Broken air ship crystal No
Add Portal Key to Glasses 100 Gp No
Add Dust of translation 30 uses 100 Gp No
Add 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. 750 Gp No
Add Pillow No
Add Grax's Firestarter Flaming +2 Bow with extra critical die (triple dice, not double) 2 1,200 Gp Yes
Add Tuning fork for Sigil 250 Gp No
Add Lifeless Coast Flag No
Add Ethril Spectacles 1 200 Gp No
Add scrap of leather with "pull me" written on it No
Add Jade shards No
Add folded stone cloak it doesn't unfold No
Add Stone towel Also does not unfold No
Add Live mouse No
Add Sun-metal schematic No
Add Vial with flake of white metal No
Add Terra tuning fork No
Add Witch's book No
Add Many handed pouch No
Add potion No
Add Skeletons (10x) just a pile of bones No
Add Watermelon Jam Watermelon Jam 12 oz 1 Gp No
Add Map of City of Brass Undercity No
Add Fruitcake No
Add Heavy metal boots (scrap) No
Add Staff IOU No
Add Wide brimmed hat No
Add 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 No
Add Scorpius – The Reaper of Lies Once per day, the wielder may cast Dominate Person (DC 15) 1 50001- gp Yes
Add Arcturus – The Staff of Stars Once per day, the wielder may cast Lightning Leaps (DC 14). 2 50001- gp Yes
Add Cursed bowler hat No
Add Avocado jam No
Add Strawberry jam No
Add Blackberry, apple, cherry, peach, and coconut jam No
Add Concealing Pouch 100 Gp No
Add armor No
Add Silver greatsword No
Add 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 No
Add 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 No
Add 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. No
Add Slave bracelet No
Add Mind Flayer Brain No
Add Scroll of lesser restoration No
Add Dragon slayer greatsword Plus 1 sword plus 3d6 to dragons No
Add Cinnamon (lbs) No
Add 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 Gp No
Add Calamari Platter Captured Illithid Ship No
Add Recipe of cure tentacle disease No
Add The club and it's primitive history A book on early spelljammer history No
Add Principles of Stubborness self-help book No
Add Anatomy book Where to hit people good. No
Add Arcane Lock Lock No
Add Rubbing of silver bar A stag shaped symbol No
Add Cotton (lbs) No
Add Ginger (lbs) No
Add 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 Gp Yes
Add Quarterstaff +1 4 300 Gp Yes
Add 20 +2 arrows No
Add 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 50001- gp No
Add Gemini – The Hammer of Truth 5 50001- gp Yes
Add Gra No
Add 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 Gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add Loadstone - Translator Translator. Once per day as an action, you understand the literal meaning of any spoken language that you hear for ten minutes. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add Loadstone - Float to the Surface Float to the Surface. You can stand up from Prone using only 5ft of Movement. 0 101-500 gp No
Add Loadstone - Necromancers Blessing Necromancers Blessing. You are Invisible to Undead creatures 0 101-500 gp No
Add Loadstone - Compass Compass. You always know your cardinal directions, and your depth or elevation. 0 101-500 gp No
Add Loadstone - Tradesmen Tradesmen. Once per day, as an action, for one minute you have advantage on any Persuasion checks to negotiate a price. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add Loadstone - Blood of the Basilisk Blood of the Basilisk. You are immune to the Petrified condition. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add Loadstone - Redirection Redirection. Once per day, as a reaction, you may give an attack against you Disadvantage. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add Loadstone - Wind Walker Wind Walker. Once per day, as a bonus action, you gain fly speed of 30ft for 1 minute. 0 101-500 gp No
Add Loadstone - Protective Moon Protective Moon. You can rest in armor with no penalties. 0 101-500 gp No
Add Loadstone - Tail Fin Tail Fin. You gain a swim speed equal to your walking speed. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add 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. 0 101-500 gp No
Add Loadstone - Forager Forager. You find twice as much food from plants and dead animals upon a successful Survival check. 0 101-500 gp No
Add Loadstone - Diplomat Diplomat. Once per day, you may grant yourself advantage on an Insight check. 0 101-500 gp No
Add Loadstone - Fleeing Prey Fleeing Prey. While on land, you are no longer slowed by mundane difficult terrain. 0 101-500 gp No
Add Loadstone - Courier Courier. Your movement speed increases by 5 ft. 0 101-500 gp No
Add Diplomat's Pouch 101-500 gp No
Add Feathers - Hawk No
Add Stone Marble No
Add Fur - Brown Bear .1 No
Add Red Stone in the shape of a taco shell .3 No
Add Scroll of Comprehend Languages No
Add Sealed Scroll Tube No
Add Polished Long Sword Long sword cries out to the warlock that wields it. 300 Gp Yes
Add Scroll of Noble Pedigree No
Add Handful of hawk feathers No
Add Red Aeolian coin No
Add Glass encased message No
Add Fur - Llama, small handful No
Add Feathers - Owl No
Add Minor's Helmet Has a candle on it No
Add Unprocessed ore Green crystals coming out of it. Copper ore. 3 No
Add Gold colored thread No
Add Potion of Bravery 101-500 gp No
Add Potion of Celestial Might 5001-50000 gp No
Add Potion of Desecration 5001-50000 gp No
Add Potion of Detect Thoughts 101-500 gp No
Add Potion of Dragonstrength - Wyrmling 101-500 gp No
Add Potion of Dragonstrength - Young 501-5000 gp No
Add Potion of Dragonstrength - Adult 5001-50000 gp No
Add Potion of Dragonstrength - Ancient 50001- gp No
Add Potion of Elemental Tempering 101-500 gp No
Add Potion of Infernal Vitality 5001-50000 gp No
Add Potion of Magical Madness 501-5000 gp No
Add Potion of Ogre Strength 101-500 gp No
Add Potion of Poison Immunity 501-5000 gp No
Add Potion of Pollution Breathing 501-5000 gp No
Add Potion of Rage 101-500 gp No
Add Potion of Rapport 101-500 gp No
Add Potion of Reflexes 5001-50000 gp No
Add Potion of Ruined Flesh 50-100 gp No
Add Potion of Sensing 101-500 gp No
Add Potion of Sickness 101-500 gp No
Add Potion of Sloth 501-5000 gp No
Add Potion of Stamina 101-500 gp No
Add Potion of Speak With Plants 101-500 gp No
Add Potion of the Sahuagin 101-500 gp No
Add Potion of the Sea 5001-50000 gp No
Add Potion of the Siege 501-5000 gp No
Add Potion of Winterbite 501-5000 gp No
Add Potion of Winter’s Rest 501-5000 gp No
Add Thunderwhistle captain's log No
Add Brass Key No
Add Ashton Quarry Map No
Add Writing set .5 5 Sp No
Add Stone D6 Perfect stone cube! Given to my by an orc in trade for my perfect stone marble No
Add Bronze arrow head .1 No
Add A gnome's hair brush .1 No
Add A mushroom paperweight made of iron 5 No
Add Mac'tah climbing root 1.5 No
Add Vial of Mac'tah Extract Potion of Climbing key ingredient No
Add The Aeolian History No
Add Wagon No
Add Chicken 1 2 Gp No
Add Goat 1 Gp No
Add Dried Meats 1 5 Sp No
Add Mule 8 Gp No
Add Salt 1 5 Cp No
Add Feed 10 1 Sp No
Add Hireling - Devi Bozzelli 2sp/day: Halfling - Neutral. Impulse buyer/spender, Calm. 2 Sp No
Add Tea 1 5 Sp No
Add Blacksmith's bending fork 2 No
Add Vine Cutting from Adwick Castle No
Add Parchment - Torn A torn page on which is written: Death! / Plop. / The barges down in the river flop. / Flop, plop. / Above, beneath. No
Add Deck of cards A rudimentary deck of playing cards made on the backs of Wanted Person leaflets. .1 No
Add Earring radio amplifier No
Add Earring radio No
Add Aeolian Shield 6 200 Gp Yes
Add Potion Catalyst No
Add Aeolian Figurine 5001-50000 gp No
Add Aeolian Figurine - Griffon 1 5001-50000 gp No
Add Aeolian Figurine - War Horse 1 5001-50000 gp No
Add Aeolian Figurine - Hippocampus 1 5001-50000 gp No
Add Aeolian Figurine - Wyvern 1 5001-50000 gp No
Add Earring of Communication 501-5000 gp Yes
Add Boots of Walking No
Add Potion of Thunder Resistance When you drink this potion, you gain resistance to thunder damage for 1 hour. No
Add A small stone with a hole in the center No
Add Ancient Aeolian copper coin No
Add Belaying pin (club) No
Add Aeolian disk Portable comprehend languages disk that lasts 1 hour per day. No
Add Amulet of Flaming Dead Yes
Add Parchment - (Dalsprak) Shopping List No
Add Mini Pinecone The size of your thumb No
Add Rope (10ft) - Knotted with several sailor knots 2 No
Add Broach - Coat of arm of House Caraf .1 No
Add Necklace - Tettiena's Sword Giftshop Souvenir 5 Sp No
Add Cog, Brass .2 No
Add Business Card - Hans Roen Dalenrike Archeological Researcher 0 No
Add Vial of salt water No
Add Petrified Wood .5 No
Add Bundle of splinters of relay crystal from Paggaio Crater .1 No
Add Snow globe - Duchess Library Eternal Spring 5 Sp No
Add Gold Wire 5ft .1 1 Gp No
Add Backpack Exterior Straps No
Add Dried Cactus Fruit No
Add Book on manners and etiquette With a four-leaf clover pressed inside No
Add Chess piece - Ornate made from glass No
Add Horseshoe Inlayed with cobalt. Points towards strong sources of magic. 2 No
Add Potion of deja vu 10 Gp No
Add Pressed 4-leaf clover No
Add Door knob No
Add Bottle of Lydus Whiskey Tastes like Vodka No
Add Sundress (Semi-fine) 1 Gp No
Add Small Chest No
Add Pearl Earrings 5 Gp No
Add Pot of Glue - Post-It No
Add Violin Bow No
Add Orc Totem of Friendship Wooden totem of an orc with one eye and a smile. No
Add Orc Toothpick Chicken bone sharpened to a point on one end No
Add Magic Walking Shoes No
Add Winged Horse Statue No
Add Dagger +1 300 Gp Yes
Add Dragon Scale - Cobalt (small) 1 inch dragon scale that is cobalt blue No
Add Hair No
Add Birds beak No
Add Rusty iron nose ring No
Add Finder bone with a face carved No
Add Gnomish tuning form No
Add Half a silver spoon No
Add Larva in a small jar No
Add Clay flute (small) No
Add Dull bronze arrow head No
Add Cracked monocle No
Add Multiple colored beads No
Add Beaver pelts No
Add Dagger +2 501-5000 gp Yes
Add 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. 5001-50000 gp Yes
Add 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. 50-100 gp No
Add Deed to a farm in Grovemoor No
Add 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. No
Add Vial (Double sided) Empty vial with corked ends at the top and bottom No
Add Parchment - folded With the names of all your party members on it, including you. No
Add Gold (red) No
Add Longsword +2 501-5000 gp Yes
Add Invisible ink No
Add 12 poison vials No
Add Potion of Dragonscales (black) 125 Gp No
Add Glass Eye Used for clairvoyance spell (sight) 100 Gp No
Add Conch shell Component to be sued for clairvoyance spell (hearing) *Need to bedazzle it with jewels first 100 Gp No
Add Aeolian flag No
Add Halfling skull Created by cobalt meteor No
Add Keys to The Lost Connections Ancient Aeolian ship No
Add Yton made mask No
Add Mace +2 501-5000 gp Yes
Add Rapier +2 501-5000 gp Yes
Add 10K gp 10 Gp No
Add Gems 5 Gp No
Add Beholder teeth 9x No
Add Bag of stolen jewelry Stole from thieves guild 300 Gp No
Add Kyanite Shard 1 time use. Restores 3 ki points. No
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