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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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).
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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
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
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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.