Items

Items + Misc


Spell Components


Scrolls

Loot

YW Dragon Loot


Magic orbs


Acid Dragon


Giant Eagle


Ice Drago

Animated Halberd WEAPON


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the pouch begins casting a spell with a costly component, the component will instantly appear in the Pouch to be withdrawn if it's cost is less than the drawn number If the spell is finished without the component, the component disappears If the component is taken as part of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

While wearing and Attuned:


While Attuned:


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


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.