Magic Items

You have a bonus to AC while wearing this armor.

Cloak of Protection

uncommon (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

Consumable

Potion of Healing

You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the table. Whatever its potency, the potion's red liquid glimmers when agitated.

Rings

Ring of Protection

rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Spell Scroll

A spell scroll bears the words of a single spell, written - a mystical cipher. If the spell is on your class's spell list you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this magic weapon.

Ammunition

Once a piece of magical ammunition hits a target, it becomes nonmagical. All types of magic ammunition exist, though arrows are most common.