he most basic firearm, a handgunne is a miniature cannon fitted on the end of a long pole.
15
750
1
Hooked: A weapon that has the hooked property is designed to be fired only when hooked onto a special fork (1 gp, 2 lb,) –or over a hard, stationary surface, such as a low wall. Hooking the weapon requires an action or a bonus action (the character’s choice). If the character moves after hooking the weapon, or drops the weapon, the weapon is no longer considered to be hooked. While a weapon with this property is not hooked, attack rolls with it are made at disadvantage unless the character's Strength score is equal to or higher than the number in brackets.
Lead shot consists of many tiny lead balls that are packed into the barrel of the firearm together.
Lead shot can be loaded into any firearm that normally fires bullets. Loading a firearm with lead shot halves its Normal and Long Ranges, but imparts the Spread property on the attack.
1
.5
Spread. When attacking a target within half this weapon's normal range, roll an additional damage die and add it to the weapon’s damage. When fired at long range, you may apply the attack roll to an additional creature within 5 feet of the target. Roll damage against the secondary target separately.
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.
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.
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.