Items
Explorer’s Pack 2 rations
Elixir of Health
Night Orchids
Rose Seeds
Spell Components
100 gp Almonds
3x 500 gp Almonds
1x 200 gp Almonds
90 gp Incense
6x 1000 gp Star Rubies (Teleportation Circle)(Planar Binding)(Forbiddance)
590 gp Pearls
7x 50 gp Moonstones (Symbol)
Find the Path - Ready
Legend Lore -' Ready
Scrolls
Antimagic Field (x2)
Protection from Undead
Scrying
Raise Dead
Loot
YW Dragon Loot
Jar of teeth
Magic orbs
Red
Blue
Green
Acid Dragon
10 lbs of black draconic scales
Gland full of acid
2 paws worth of claws
Giant Eagle
20 lbs of feathers
5 predator bones
assorted claws
Ice Drago
Assorted Loot
Animated Halberd WEAPON
1 HP, 10 AC, 20 ft of movement, can hover
+3 to hit, 1d10 slashing weapon, heavy, two-handed, reach, 6 lbs
Action to animate and bonus action to attack
Command word: “command”
Costly Component Pouch ACCESSORY
"Yeah, hold on; I got something for this"
The front of this empty Pouch has a Gold Coin drawn on it, along with the number "1000" If the creature holding the pouch begins casting a spell with a costly component, the component will instantly appear in the Pouch to be withdrawn if it's cost is less than the drawn number If the spell is finished without the component, the component disappears If the component is taken as part of casting the spell, its cost is subtracted from the number and the drawing on the bag shifts to reflect the remaining possible cost If the spell component would be too large to fit in the Pouch or has a minimum cost that cannot be expressed in an integer number of gold coins, nothing appears If the drawn number reaches 0, the Pouch becomes non-magical, but the drawing stays If the Pouch is turned inside out, the remaining number of Gold Pieces burst out of the Pouch The Pouch then becomes non-magical, but the drawing stays
Drakengard ARMOR A
Medium armor, 15 + DEX AC, 45 lbs.
While wearing and Attuned:
Gain advantage on saving throws against a Dragon’s Breath Weapon or Frightful Presence
Gain resistance to Cold Damage
Gain disadvantage on Stealth checks
While Attuned:
Walking on ice or snow does not count as difficult terrain.
When you take the Attack Action, you can replace one of your attacks with Dragon’s Breath:
Creatures in a 15 ft cone must make a CON save against your spell save DC and they take 2d8 cold damage on a failed save or half as much on a successful one
Herbalism Kit TOOL
Includes three pouches to store herbs, clippers and leather gloves for collecting plants, a mortar and pestle, and 5 glass jars.
Adds very specific advantages to Arcana, Investigation, Medicine, Nature, and Survival checks related to interaction with herbs.
K'tharr's Scepter ROD
Using a bonus action, you can impose disadvantage on the saving throw for the next spell that you cast.
Lazanelle (Moon Sickle +2) WEAPON A
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
At 15th level becomes +3, at 19th level becomes +4.
While attuned, you can prepare 1 off-class spell of a level equal or less than your proficiency bonus.
Ring of Spell Storing RING A
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Staff of the Forest Spirit WEAPON A
While attuned to the staff, your WIS score increases by 2
The staff can hold a number of charges equal to your WIS score and regains a number of charges equal to your WIS modifier after a long rest
As a bonus action, you can expend a charge and target a location within 60 ft. A tree begins to quickly grow at that location, reaching maturity in 10 minutes. The type of tree you grow changes depending on the location’s local flora. However, the tree trunk will be about 3 ft wide (15 ft leaves) and 20 ft tall on average. Additionally, the tree will never be more than 5 ft wide (25 leaves) and 30 ft tall. The tree can be Large or smaller. If you target a location where a tree cannot grow, such as on a metal floor or in mid-air or a location outside of the Prime Material Plane, the tree does not grow.
As a bonus action, you can expend a charge and target a tree that you’ve created with this staff. The tree rapidly grows to maturity over the course of 3 seconds. A creature in the tree’s space when grown in this fashion will get pushed out of the tree’s path. The creature must succeed on a STR saving throw DC 15 and move 5 ft to an adjacent space. On a failed save, you can choose which direction it moves in, falling prone and taking 1d8 bludgeoning damage.
You can use both of these abilities with the same bonus action, expending two charges as normal. If you do so, the tree you target with the second ability must be the tree created with the first ability
Goggles of Night TOOL
You gain darkvision up to 60 feet
Weaveborne SHIELD A
+0 AC
While equipped and attuned, +3 to saving throws against spells and other magical effects.
Will of Shifting Beasts ARMOR A
This armor, notably, has no innate physical armor properties, being made of grass and twigs. Instead, it increases your AC by +2. This armor shifts with you, transforming into barding during Wild Shape.