|Item Name||Item Price||Description||Type||Released In|
Duplicate (use x)
|+1 Bonus Armor||1000|
This armor has been magically enhanced to provide improved defense. Protective runes adorn the armor.+1 to armor class.
|+1 Bonus Weapon||1000|
This effect covers a minor bonus to combat, due to any of a wide variety of sources: magically imbued sharpness, weight, speed, or other magical effects that vary by the maker. (+1 to Attack and Damage Rolls)
|+2 Bonus Armor||5000|
This armor has been magically enhanced for superior defense. The protective runes on this armor faintly glow, giving off dim light in a 5ft radius. This light can be turned off on command. +2 to armor class.
|+2 Bonus Weapon||5000|
This effect covers a medium bonus to combat, due to any of a wide variety of sources: magically imbued sharpness, weight, speed, or other magical effects that vary by the maker. (+2 to Attack and Damage Rolls)
|+3 Bonus Armor||20000|
This armor has been magically enhanced to its peak of protectiveness. The protective runes on this armor glow brightly, giving off light like a torch out to 5ft. This light can be extinguished on command.+3 to armor class.
|+3 Bonus Weapon||20000|
This effect covers a greater bonus to combat, due to any of a wide variety of sources: magically imbued sharpness, weight, speed, or other magical effects that vary by the maker. (+3 to Attack and Damage Rolls)
|+4 Bonus Armor||60000|
This armor has been magically enhanced to provide improved defense, +4 to armor class. Whether from powerful magic auras, interdimensional impact displacement, or another effect entirely, this armor has been improved to protect its wearer more effectively.
|+4 Bonus Weapon||60000|
This weapon is imbued with a major bonus to combat, +4 to attack and damage rolls, due to one of a wide variety of sources or stylistic choices such as embedded magical energies, ingenious weapon animation, or a similar effect.
|+5 Bonus Armor||120000|
This armor has been magically enhanced to provide improved defense, +5 to armor class. Whether from godly blessing, defensive master spirits, or another effect entirely, this armor has been improved to protect its wearer more effectively.
|+5 Bonus Weapon||120000|
This weapon is imbued with a legendary bonus to combat, +5 to attack and damage rolls, due to one of a wide variety of sources or stylistic choices such as deific intervention, bound master spirits, or a similar effect.
|A Hero's Welcome||300|
This wine-red, thick silk tablecloth will magically create dishes, silverware, and candles upon itself once unfurled and laid flat. Upon the serving platters and pitchers on the tablecloth, A Hero's Welcome will summon a delicious feast along with strong drink. The roast fowl and hog flanks, combined with the hearty breads, vegetables, and soups are enough to feed 12 hungry men. The feast can only be called forth once a day. The meal changes according to local cuisine and by the cycle of the moon.
A nice mix of purple and green-yellow powders squirm inside a small ceramic pot or leather bag. When throw, the powder explodes into a 5 foot sphere of smoke for 1 round. Any object or creature that begins their turn inside the smoke must make a Wisdom save (DC 15) or be polymorphed. Objects only save if held or magical and are randomly polymorphed into another object of similar size while creatures are transformed into either a random animal, a random magical creature, or a random creature of their own category (demi-human, humanoid, demon, etc). This effect lasts for 2d6 rounds. A willing participant instead must make the save to choose which category their polymorph is chosen from.
Ablative armor ceramic plates that form over the large, flat areas of the armor at night. These plates will absorb the first 10 damage taken each day. The ceramic plates crack and shatter after absorbing damage.
|Ablative, Greater Armor||1000|
Greater ablative armor forms thick, interwoven ceramic plating over the armor at night. The ceramic will absorb the first 15 damage taken each day as large ceramic chunks loosen and fall to the floor.
|Ablative, Lesser Armor||250|
Ablative armor has small ceramic chips that form over the flat areas of the armor at night. These chips will absorb the first 5 damage taken each day, as the ceramic chips flake off.
When created, Absorptive Armor is attuned to one element. The wearer and the armor become immune to that elemental damage type. Magical damage of that type repairs the armor and heals the wearer for half the damage that would be dealt, up to a maximum of 50 HP each day. Glowing geometric patterns inscribed across the armor reveal the armors affinity for its chosen element. The armor has a faint, candle-like glow of the color of its element. Fire is red. Necrotic is black-lit. Etc.
This fluorescent green bottle holds a potent acid made from distilled stomach acid from various breeds of monsters. When thrown, the glass jar will smash open into a 5 foot burst of acid for 2d8 damage and, on the following round, evaporate into a 10 foot cloud of droplets dealing 1 acid damage to any creature that starts its turn in the cloud. Rubbed on a weapon along with some paste from under the lid, the acid deals 1d6 damage on each hit it makes and it also damages the weapon at the beginning of each round. The acid lasts until it is wiped off or deals a 5 total d6’s of acid damage (this includes the damage done to the weapon).
This black and pale grey duster suffers from a myriad of bleached out splotches and splashes. Three times each day, the wearer of this coat may spend their reaction to cause an acid damage effect they can see within 60 ft. to splash, dealing half damage to another target adjacent to the original target. Twice per day, the wearer of the coat may, with a range of 60 ft. and as a reaction, reduce a creature’s immunity to acid to resistance instead against one attack of acid damage. Once per day as a free action, the wearer may cause an acid damage effect they create to rain down in a cylinder 60 ft. tall and 15 ft. in radius around the original target, dealing half damage to the creatures in that area of effect instead of its usual amount. If the acid effects expanded to new targets require an attack roll or saving throw, the new targets receive their own attack rolls and saving throws.
A pair of colorful string bands wrap delicately around the finger. If one spins the ring around their finger while speaking clearly, they may pass a message of up to 13 words to the other ring of the pair. The recipient feels a faint constriction in their ring and must likewise spin the ring to receive the message. The minor magic linking the two rings can only send one message every few minutes.
Acrid armor sweats small green-black beads that burn slightly when touched. When the wearer is struck by an attack, if the attacker is within 5 ft., they take 1d6 acid damage.
Laced magically with insidious chemical agents and alloyed with acidic alchemy, this weapon deals acid damage instead of its normal damage type. (+1d6 Acid damage)
This metal is a cross between blast furnace steel, and Adamantite known only to master Dwarven smiths. It is incredibly hard, holds a keen edge for decades after sharpening, and still remains ductile enough to avoid being brittle. Armor crafted of Adamantine must always be masterwork and will grant 2 damage reduction against non-elemental damage.
An Adamantine Plate is more than just a simple plate mail made of adamantine. This is a symbol of Elven and Dwarven cooperation. Dwarven made adamantine plates are built with Elven made mithril joints and leather bindings. In addition to the 3 damage reduction from the adamantine, this full plate can be treated as medium armor. Adamantine Plate is always masterwork.
Once a secret dwarven alloy of adamantite and steel, metal weapons forged of adamantine ignore hardness of objects and non-magical, untyped damage reduction. Such weapons are also tougher and more resistant to damage, having quadruple the hit points and twice the hardness of steel. Due to the difficulty of working with this hard metal, such weapons are always finely made, +1 to attack.
|Air Djinn's Decanter||8000|
The Air Djinn's Decanter is a sapphire-blue crystal vase stoppered with a lead encircled cork. Once twisted open, the decanter will produce a stiff breeze and enough air for 32 medium sized creatures. If the top is closed halfway, it will slow to a gentle draft with enough air for 8 medium sized creatures.
Alchemist’s Fire is a heady, oily mix of pitch and carefully guarded powders typically stored in a ceramic urn split into two parts. When the container is broken or the parts mixed, the pitch will catch fire. Smashed or dropped, the Alchemist’s Fire will spread into a flaming pool 10 feet across, dealing 1d6 fire damage each round to any creature that begins its turn in the fire. Smearing the pitch on a weapon before igniting it will add 1d6 fire damage to the weapon’s attacks. The weapon also takes 1d6 damage each round. The fire lasts until extinguished or it has dealt 6 d6’s of fire damage (including the damage dealt to the weapon).
Marked with holy symbols, profane markings, or aligned runes, this weapon deals extra damage to foes of the diametrically opposed alignment. (Good, Evil, Law, or Chaos: +2d8 Damage versus the opposite alignment. Neutral: +1d8 Damage versus non-neutral alignments.)
This flat square of thick beige wool with a central hole and a fold of cloth making up a hood. This poncho can even be worn over other cloaks and still function. When worn, it provides resistance to the elements: its wearer ignores penalties from normal precipitation and can treat the temperature as 5 degrees warmer or cooler than its actual temperature. The All-Weather Hood also provides +1 comfort for the purposes of reducing comfort penalties from the weather.
Thick, golden nectar swirls inside this crystal vial. Downing this sweet honey heals the imbiber for 2d8 hit points, removes two levels of fatigue, and offers an additional save against a single ongoing mental effect.
|Amulet of Adaptation||8000|
The emerald inset in this bronze amulet has been carved and dotted with black paint to resemble the eye of a chameleon. When the wearer moves, the eye slowly swivels about, observing. An Amulet of Adaptation adapts its wearer to their environs. After 5 rounds in an environment, the amulet will transmute its wearer. In the water, the wearer grows gills to breathe water but loses the ability to breathe air. In the air, they grow lungs but lose any ability to breathe without air. In dim light, they gain low light vision but also a sensitivity to bright light. In bright light, lose light sensitivity and low light vision. In extreme temperatures, the wearer's body will grow a thick coat of fur and blubber in the cold or capillary cooling fins accompanied by profuse sweating in the heat. In moderate temperatures, the wearer loses their temperature adaptations. In addition, the wearer will take on the coloration of their surroundings, after 5 rounds in an environment, the wearer, including their equipment, will change in coloration to match the environment. This effect adds +2 to any stealth rolls. Other environments will change the wearer in relevant ways. Removing the amulet returns the wearer to normal over 5 rounds.
|Amulet of Fey Wisdom||3000|
Hanging from a leather cord is a circle with an internal collection of knots made of twigs, bug wings, spider webs, and sparkling powder. Your Wisdom is increased by +1 or to 17, whichever is greater.
|Amulet of Naga Wisdom||9000|
A dreamcatcher made of dried snake skins, large iridescent snake scale beads, and serpent ribs holds a spiritual essence inspired by the naga. Your Wisdom is increased by +2 or to 19, whichever is greater. Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison.
|Amulet of Sphinx Wisdom||80000|
A colored sandstone frame holds an elaborate pattern of silk strands, faintly smoking incense, and reeds. Your Wisdom is increased by +6 or to 23, whichever is greater. Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison. Non-magical difficult terrain does not affect you. You have advantage on saves or skill checks in dealing with magical difficult terrain.When you cast divination spells, you have advantage on checks to determine success or failure, and if both rolls would succeed, then you can ask one additional question.
|Amulet of Treant Wisdom||27000|
Ferns, seed sprouts, and dirt-covered tree roots form a woven circle. Your Wisdom is increased by +4 or to 21, whichever is greater. Once each day, when one of your spells would deal damage to a creature, you may reduce that damage by half to deal one quarter of the spell’s damage to the creature for three rounds in the form of poison damage. You have advantage on saves against poison. Non-magical difficult terrain does not affect you. You have advantage on saves or skill checks in dealing with magical difficult terrain.
Snapping this thin, ironwood, doll-sized anchor in half will cause it to rapidly grow in size and weight, turning into a real iron anchor with a 100 foot iron chain. The anchor weighs 50 pounds and is approximately four feet tall.
|Angel Down Bedroll||500|
Rumored, falsely, to be made from the downy feathers of angels gifted to mortals when an angel comes of age. The exotic feathers in this bedroll make for a soft, comfortable night's rest. +1 comfort at night.
Three steel wheels line each side of this large metal cart. Resembling a mine cart, an Animated Cart has no handles or yoke. Instead, this cart follows simple verbal commands with the same level of intelligence as a cunning donkey. All such carts understand 'come', 'stay', 'go' (to the spot pointed at), and 'follow'. Some owners have taught their carts more complicated tricks. Being as smart as they are, they are only able to understand the four basic commands plus 3 bonus commands, newer commands must replace one of their bonus commands. If an Animated Cart has had a single owner for many months, its decor and personality begins to mimic its owner's style. The cart moves 40 ft/ round and can hold up to 4 tons in its boxy body. It is 8 feet long, 6 feet wide, and 6 feet deep. The cart is unaffected by difficult terrain, slopes less than 60 degrees, and gaps or height differences of less than 4 feet thanks to its flexible axles and independent wheels.
This smooth oaken handle appears well worn and maintained. When attuned, any mundane tool or set of tools weighing less than 50 pounds will spring forth at the mental command of the wielder as an action. These conjured tools are fully solid and are masterwork quality. The tools can be activated mentally or used normally. They function and move as if they were being wielded by an average human proficient in their use. The Animist Artifice can be activated once per round as a free action to direct the tools, which act at the end of their controllers turn. The tools last for 1 hour before they disintegrate. Every time the Animist Artifice is activated, roll a d6 instability die for each previous activation within the last 24 hours. For every two 1’s rolled, a random tool goes berserk. Out of control tools do one of the following each turn: overdo their last task, attack the nearest creature, get in the way of a creature allied to the wielder, move 30 ft. in a random direction, summon two similar berserk tools, or force another tool to go out of control. The tools continue to be berserk until the wielder spends an action within 10 ft. of the tool to regain control of it
|Ankh of Overcast Skies||500|
The Ankh of Overcast Skies is a white, porcelain ankh suspended from a simple iron necklace. An attuned wearer will have the weather within a half mile a little more pleasant. Weather reduces in extremity towards a temperate, overcast, calm day. This functions while the user is underground, although it does not affect interior spaces.
The thick, curdled milk-like liquid in this brown ceramic jug will help protect against poisoning. Downing the chunky white liquid requires an easy Constitution save (DC 10) to avoid vomiting up the other contents of one's stomach. Regardless of whether the user vomits or not, the potion lines the stomach to grant advantage against any ingested poisons for the next six hours. Additionally, the neutralizing agent it contains grants a +2 bonus on all other types of poison the drinker is exposed to for the next 3 hours.
This simple blue ceramic mug is inscribed with gold, "All you can ever drink", in Dwarven. An Any Mug can create a mug full of any non-magical liquid worth less than 1 SP. They often go missing due to their owners getting piss-drunk and losing them.
Fool’s gold dust mixed with pixie dust reveals any corporeal, invisible object it is dusted on. Tossed in a pouch, it will explode into a cloud of dust that will coat everything in a 10 foot burst. Objects coated in Appearing Dust are both made visible to the naked eye and also given a slightly phosphorescent outline, like the Faerie Fire spell.
Worn with a black, flowing robe, this +2 plate mail has large pauldrons and sits regally on all wearers. The wearer gets a +1 bonus to Charisma checks. If the wearer is lawful neutral, they gain advantage on checks to sense motives, discern lies, or persuade others. Three times each day, the wearer can create a Sanctuary, requiring all creatures within 15ft to make a WIS save (DC 14) in order to take a hostile action, losing that action on a failed save. Once a creature has successfully saved against this effect, they are immune to the Arbiter Plate’s Sanctuary for 1 hour. This effect lasts for 1 minute or until the wearer commits a hostile act.
Adorned with black, flowing robes, this +2 plate mail has large pauldrons and sits impressively on all wearers. The wearer gets a +1 bonus to Charisma checks. If the wearer is lawful neutral, they also gain advantage on checks to sense motives, discern lies, or persuade others. Three times each day, the wearer can create a Sanctuary, requiring all creatures within 15ft to make a WIS save (DC 14) in order to take a hostile action. This effect lasts for 1 minute or until the wearer commits a hostile act.
An Archaeologist Staff is a simple sandstone rod, about 5 feet long, topped with a simple glass orb. Along its length, numerous tools are embedded: a trowel, many brushes, a magnifying glass, and a chisel. These tools allow the wielder to use their proficiency bonus on a skill check to unearth, carve, or remove items from stone or earth. In addition, spell casters may channel their spell energies through the staff to cast spells by giving up the magical energies of at least a certain potency. Detect Magic or Auger using at least a 1st level spell. Identify using at least a 2nd level spell.
An Archaeologist Staff is a simple sandstone rod, about 5 feet long, topped with a simple glass orb. Along its rocky length, numerous tools are seated in specially shaped depressions such that surface is flush when the tools are attached: a trowel, many brushes, a leather mallet, a magnifying glass, and a set of chisels. These tools allow the wielder to add their proficiency bonus on skill checks to unearth, carve, or remove items from stone or earth. In addition, spell casters may channel their spell energies through the staff to cast the following spells by expending a spell of equal or higher level: Detect Magic, Auger, and Identify.
Massive oaken arms pull apart 100 fine steel strings on this harp carved with reliefs of flying ramparts, soaring minarets, and sweeping walls. In the hands of one proficient with the harp, invisible laborers can be called forth by stroking the strings. With careful attention, the harpist can control this invisible force to do work equivalent to 500 unskilled laborer-hours or 50 skilled laborer-hours each day, broken up between the two in whatever ratio desired. Only construction type work can be accomplished by the harp. The work is completed over the course of two hours of playing. In the hands of a skilled harpist, the harp's effect can be extended beyond that limit, but each additional hour requires a difficult skill check (DC 12 + the number of hours the harp was played today) or the strain will be too much, splintering the harp. Each additional hour provides another 250 unskilled or 25 skilled laborer hours. The strings fly loose when it breaks, dealing 6d6 slashing damage to everything within 20 ft. of the harp.
A starry black sky splays across this robe to match the sky above. The inside of this robe is sewn with magical threads depicting symbols for every school of magic, and some unidentifiable symbols. The wearer gains one spell slot in the highest, second highest, and third highest spell levels that they can cast. When casting a spell, the symbol corresponding to its school of magic warms and the DC of that spell increases by 2. These symbols also warm in the presence of other magics, as if the wearer had a continuous Detect Magic spell they were actively concentrating on. Any creature that cannot cast at least 5th level magic spells that touches the robe will be stunned for one round and take 3d6 force damage as if clenched by a giant fist. Finally, each day, seven stars on the sleeves of this robe will glow brightly. By claiming the magical energy of some of these stars, Archmagi Robes can create the following magical effects: 1 star Dispel Magic, 2 stars Invisibility or Fireball, and 3 stars Stoneskin.
A starry black sky filled with stars splays across this robe, slowly rotating to match the night sky above, or the one that would be seen without daylight, obstructions, or weather in the way. The inside of this robe is sewn with magical threads depicting symbols for each school of magic, along with some unidentifiable symbols. While attuned to this robe, the wearer gains one spell slot in the highest, second highest, and third highest spell levels that they can cast. When casting a spell, the symbol corresponding to its school of magic warms and the DC of that spell increases by 2. These symbols also warm in the presence of other magics, as if the wearer had a continuous Detect Magic spell they were actively concentrating on. Any creature that cannot cast at least 5th level magic spells that touches the robe will be stunned for one round and take 3d6 force damage as if clenched by a giant fist, unless they succeed on a Wisdom saving throw, DC 13. Finally, once each night, if the robes are under the open sky, the stars on the robes can be filled with ambient magical energy, to a maximum of seven stars. As an action, the wearer can touch these stars to expend their power and create one of the following magical effects: 1 star for Dispel Magic, 2 stars for Invisibility or Fireball, and 3 stars for Stoneskin. These are cast as 5th level spells.
|Armor of the Martyr||10000|
The Armor of the Martyr can be made of any type of armor, but the armor is distinguished by its change when donned. Armor of the Martyr will change to reflect the soul of the wearer, turning a bright white color on a good aligned creature, a pitch black on an evil aligned creature, or turning a bland grey on an unaligned creature. This +2 armor fills the wearer with an inner light, reflective of their soul, each time they drop to 0 HP. This inner light explodes from them, dealing 5d6 radiant (or necrotic, if evil) damage to all creatures within 10ft, and 2d6 damage to those within 20 ft. Those creatures make WIS saves (DC 15) for half damage. The wearer is protected from this damage only the first time the inner light courses through them each day. Neutral characters on the good-evil axis only benefit from the basic +2 armor effect.
|Armory in a Bottle||3000|
An Armory in a Bottle holds a pile of miniature weapons, shields, weapon racks, and tools. Smashing this bottle causes it to explode open, as the innumerable glass shards coalesce into a mess of scattered swords, shields, spears, javelins, bows, armors, tools, etc sitting neatly upon appropriate racks and shelves. These will form non magical equipment of whatever type and distribution the smasher has in mind. If nothing in particular is chosen the equipment will be random. The Armory in a Bottle can only create 1500 SP worth of equipment. The bottle will always generate the appropriate tools and scrap materials for sharpening, maintaining, and resizing the equipment created.
|Arrow of Slaying||2000|
These arrows are created targeting a type of monster, are made in a ritual requiring everything that creature loathes, and will devastate against their intended foe. The more specific the ritual, the greater harm Slaying Arrows will bring. (20 arrows. CON save vs Death, damage on success. Type: DC 12, 3d8 Damage. Species: DC 14, 5d8 Damage. Personal: DC 16, 8d8 Damage.)
Arthropod Belts are a thick leather belt with 4 spindly chitin legs jutting out from the belt at ordinal angles. Once the belt is cinched tightly shut, the legs jolt to life and twitch wildly for a few seconds before aligning themselves to touch the ground at the same height as the wearer's feet. The wearer gains an additional 10 ft of movement speed and their jumping distance is doubled. The spider legs grant a 10 ft climb speed.
|Artisan's Best Friend||1000|
The tight leather belt of the Artisan's Best Friend is bonded to a single, unbaked clay arm. The lanky arm is controlled mentally by the wearer but only has strength and dexterity scores of 7.
Save Vs. Disease
Tucked away in the brown tanned hide of the dusty smock are numerous, tiny, extra-dimensional storage pockets. These convenient tool pockets along with a minor haste enchantment speed crafting work along. Crafting while wearing this apron is sped up by 10%.
Tucked away in the brown tanned hide of the dusty smock are numerous, tiny, extra-dimensional storage pockets. These convenient tool pockets, along with a minor enchantment to keep tools stored within well-maintained and desired materials on top, help speed crafting work along. Crafting while attuned and wearing this apron is sped up by 10%.
Assassin's Hoods are the 'liberated' black hoods of executioners that have been enchanted for an even darker purpose. While wearing the hood, Darkness spells can be created at will as a move action, while up to two such Darkness spells active at one time. Creating a third Darkness cancels the oldest Darkness still active. When the wearer is attacking with advantage, an Assassin's Hood adds 2d6 damage to their attacks..
|Astral Silver Armor||6000|
Astral silver mined from rocks and mountains floating in the shifting Astral plane. Smelted down and mixed with iron in a carefully guarded secret process known to the Githyanki, this chaotic and shifting metal can be forged to replace standard metal armors. Metal armors made of Astral Silver blend the wearer partially into the Astral plane, making them appear to shift and move chaotically. Astral silver armor grants the wearer 15% concealment against attacks.
|Astral Silver Weapon||1500|
Mined from mysterious veins of pearlescent metal from the drifting islands of the Astral plane, an alloy of this wispy, floating metal with silver is excellently well suited for finesse weapons. Finesse weapons grant advantage on sleight of hand checks. Weapons made of this metal alloy can strike ethereal or astral opponents as normal, dealing half damage. The rarity of the metal means that it is always a finely made weapon, giving an +1 to attack.
Skin tight, finger-less white gloves are painted with black stripes. The wearer's strength, dexterity, and constitution stats become 15 if they are 14 or lower. Any of those stats that are 15's or higher increase by 1 point instead. The Athlete's Gloves grant advantage on climb, athletics, acrobatics, dance, grapple, and any other sport related checks.
Attracting Stones are drawn powerfully to each other. The pair of stones are colored with one painted red and the other blue. Red stones attract to the blue stones, but alike colors repel if more than one pair should meet. Attracting stones also stick to and attract metal. In any case, they cannot apply more than 5 lbs of force.
|Bag of Holding||500|
A Bag of Holding is a drawstring leather pouch girdled by parallel bands of white leather. Opening the bag reveals an extra-dimensional space. The opening of the bag can open up to 2 feet wide.These bags always weigh 10 pounds and take up one inventory space but they can fit two inventory slots worth of goods inside (or 100 pounds). The internal space is almost a 5 ft. cube. Take care with sharp objects, if they pierce the bag, its whole inventory is dumped out.
|Bag of Holding, Greater||12500|
A Greater Bag of Holding is a leather pouch girdled by parallel bands of white leather and trimmed with gold leaf. The bag can open to a diameter of almost 5 feet, revealing an extra-dimensional space. This bag always weighs 20 pounds and takes up one inventory space but can fit eight inventory slots worth of goods inside (or 800 pounds). The extra-dimensional space is approximately a 10 ft. cube. Take care with sharp objects, if they pierce the bag, its whole inventory is dumped out.
|Bag of Tricks||4000|
A felt bag with felt animal patterns stitched to the outside is filled with silver and blue marbles. Tossing one up to 30 ft away turns it into a small animal loyal to the thrower. Roll 1d6 for the animal type. Roll 1d6, if it is a 1, the bag of tricks is mysteriously empty of marbles for the rest of the day. 1: A badger, 2: A bird of prey, 3: A jungle cat, 4: A viper, 5: A tortoise, or 6: A poisonous frog. These animals last for 10 minutes or until killed.
|Bag of Tricks, Greater||15000|
A Greater Bag of Tricks is a felt bag with gold-trimmed, felt, animal patterns sewn to the outside. It is filled with gold and purple marbles. Tossing one up to 30 ft away turns it into a large animal loyal to the thrower. Roll 1d6 for the animal type. Roll 1d6, if it is less than 3, the bag of tricks cannot be opened again until the current animal are gone. 1: A wolverine, 2: An eagle, 3: A lion, 4: An anaconda, 5: A hippopotamus, or 6: A small dinosaur. These animals last for 30 minutes or until killed.
|Bag of Tricks, Lesser||1000|
A felt bag with felt animal patterns stitched to the outside is filled with small red and white marbles. Tossing one up to 30 ft away turns it into a small animal loyal to the thrower. Roll 1d6 for the animal type. 1: A rat, 2: A small bird, 3: A house cat, 4: A tiny snake, 5: A small turtle, or 6: A frog. Roll 1d6, on a 1 or 2, the bag of tricks is mysteriously empty of marbles for the rest of the day. These animals last for 5 minutes or until killed.
This weapon is exceptionally well crafted with hidden weights and hollow chambers, allowing a throwing weapon to be thrown further. (+15 ft. throwing distance)
Applied to the hair of a creature, this oily gel causes hair to fall out. The ointment has an overpowering juniper-mint smell. The skin the ointment is applied to will not regrow any hair for 1d3 weeks. Each jar can make a small creature completely hairless or enough for 4 medium sized heads of hair.
Macabre markings denote the number of victories or victims brought about by this blade. Magically anointed, this weapon is designed to destroy a foe that is chosen during a ritual when the weapon is forged. (Type: +2d8 Damage. Species : +3d8 Damage. Personal: +4d8 Damage.)
This black, mithril chainmail has a wispy, frail, white cloth caught in its links. Banshee chain is made by bathing +3 Mitrhril chainmail in the blood of an elven maiden or bachelor and burying them with an expensive death shroud. This death shroud becomes the white cloth attached to the chainmail and it is said their soul resides here. This +3 Mithril chain mail is medium armor but can be treated as light armor. As often as every five minutes, when the wearer is struck, the Banshee Chain releases a 30ft. radius banshee wail. Affected creatures make a WIS save (DC 12) or die. If they make the save they still take 3d8 necrotic damage. Any creature that dies from the banshee wail will arise as a zombie the next night under the control of the wearer. The wearer can control up to their HD in zombies. Zombies must be released until this limit is met. Released zombies wander aimlessly, hungering for living flesh.
The head of this flail is a pale white, screaming face. When swung, the head emits a quiet sob, but upon striking will release a blood-curdling shriek, causing opponents to shiver in terror. (+2 to Attack and Damage. Within 30ft, DC 14 Will Save vs Stun for 1 round, on success -1 to all roles to until the end of the encounter)
A lacquered, fist-sized knot of oak hangs from a simple silver chain. When worn, it turns the wearer’s skin to bark, conferring a +2 natural armor bonus, and a layer of bark grows over their skin. If the wearer is standing on fertile soil under sunlight when they take a short rest, they regain 1d8+2 hit points as small green leaflets bud out from the bark and small roots extend down into the soil. The user rolls twice and takes the better of the two results if they drench themselves in at least 2 water-skins of water during this short rest.
The deep black of this flowing cloak stops just short of the ground. The hood of this cloak bears two triangular points at its top. While the hood of this cloak is up, the wearer gains +2 to perception checks, or +4 in dim light or darker. If the wearer grasps the two tail ends of the cloak in their hands, the cloak extends into two membranous wings attached to the wearer's arms. These black, slightly transparent wings allow the wearer to fly for up 5 minutes each day. The Bat Hood lets its wearer glide, moving up to 30ft horizontally for every 10 feet fallen, with these wings as long as any fly time remains.
Battlefield Caltrops, when inactive, are 4 inch spheres of iron. With the command word, ‘Defend’, the sphere will be ready to deploy when dropped. Upon hitting the ground when active, six, four-inch blades spring from the sphere and it waits on the ground for a creature to move next to it. If any creature other than the activator steps within 5 feet of a Battlefield Caltrop, the caltrop spins to life and jumps at the enemy. The caltrop makes a reaction attack with a +5 bonus for 2d4+2 damage. Battlefield caltrops deal double damage and attack with advantage against a creature that has moved more than half its movement speed. After sitting idle for 1 minute without making an attack, the blades withdraw, the caltrop spent.
The beast bomb is a bundle of a half dozen balls of brown hair. Tossed up to 20 feet away, the beast bomb transforms into a swarm of tiny animals fitting the current environment. These animals take up ten square feet and deal 1d6 damage each round to any creature that begins their turn in its space. Those creatures also take a -2 penalty to all rolls. The swarm obeys the simple verbal commands of the thrower, can move up to 20 feet each round, can climb, and will last until the swarm takes 20 damage. After five minutes, the swarm will disperse.
|Beast Bomb, Greater||2000|
A Greater Beast Bomb is made up of over a dozen wiggling ovals of coarse black hair, and is typically held in a net. This beast bomb creates a swarm of small animals fitting the local environment when it is thrown up to thirty feet. The swarm occupies twenty square feet and deal 3d6 damage each round to any creature that begins their turn in the space it occupies. Those creatures also make their rolls with disadvantage. The swarm Larger beast bomb with large and more dangerous animals. The swarm obeys the simple verbal commands of the thrower, can move up to 30 feet each round, can climb, and will last until the swarm takes 50 damage. After one hour, the swarm will disperse.
|Beast Bomb, Lesser||500|
When this cluster of beige fuzz balls are tossed to the ground, they transform into a swarm of tiny animals. A beast bomb can be tossed up to 10 feet and turn into a 5 foot swarm of diminutive fuzzy creatures appropriate to the terrain that cause all creatures that begin their turn in the swarm to take a -1 penalty to all rolls. The swarm obeys the simple verbal commands of the thrower, can move up to 10 feet each round, can climb, and will last until the swarm takes 10 damage. After five minutes, the swarm will disperse.
Opening this small ceramic jar greets the opener with the light scent of lemon and sea salt. The face cream inside temporarily makes the wearer more beautiful and confident according to their own beliefs about beauty: Orcs might get cool scars, Dwarves might get a thicker beard, etc. This grants a +2 bonus on all social interaction checks for 1 hour or until the user’s face gets wet. If the user wears it for the entire hour, it begins to run and stain, imposing a -2 penalty to social interactions checks for the rest of the day.
|Beauty Rest Pillow||200|
A Beauty Rest Pillow is often commissioned by one of two very different customers: a young maiden seeking to impress an eligible bachelor or an older man trying to prop up his faltering attractiveness. The pure white silken pillow is stuffed with the downy feathers of exotic, colorful birds, and these colors can be seen through the soft cloth of the pillow. After spending a night sleeping with this pillow, the sleeper gains advantage on one charisma check the next day, after they see the roll but before determining the result.
|Beauty Rest Pillow||200|
A Beauty Rest Pillow is often commissioned by one of two very different types of customers: a young maiden seeking to impress an eligible bachelor or an older suitor trying to prop up his faltering attractiveness. The pure white silken pillow is stuffed with the downy feathers of exotic, colorful birds, and these colors can be seen through the soft, white silk of the pillow. After spending a long rest sleeping with this pillow, the sleeper may take advantage on one charisma roll the next day, after they see the first roll but before the results are known.
Radiant blues and greens sparkle along the trim of this pale, silvery cloak. The Beguiler's Cloak gives a +2 bonus to both Charisma and Intelligence. It also increases, by 1 round, the duration of any enchantment or illusion spell its wearer casts or activates.
|Beguiler's Cloak, Master||18000|
Master Beguiler's Cloaks ripple softly even in still air, creating waves of blue and green rays reflecting off the trim of the shimmering silver cloth. Illusory images, creatures, words, and terrains twirl in and out of focus among these colors. The wearer gains +4 Charisma and Intelligence. Illusion and enchantment spells cast or activated by the wearer last 50% longer, rounding up.
|Belt of Fire Giant Strength||27000|
Belts of Fire Giant Strength are made of large cast-iron buckles woven and bolted together in a single-file chain girdling the stomach. Long threads of red, ember-filled twine run through and around the bolts and buckles. Fire giant hair stays hot and strong long after being shorn. The wearer's strength becomes 21 or receives a +4 bonus, whichever is higher. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs. In addition, the wearer takes no penalty from wielding weapons one size larger for that type of improvised thrown weapon. The wearer gains resistance to fire and cold.
|Belt of Hill Giant Strength||3000|
The wide leather band of this lifting belt is encircled by a band of woven hair. Grimy, dirt filled hair for this belt is taken from hill giants. The wearer's strength becomes 17 or receives a +1 bonus, whichever is higher.
Belt of Stone Giant Strength
Graying, cracked leather has been cut out into a wide band and trimmed with a stone-fiber thread. The stone fibers are hairs taken from a stone giant. The wearer's strength becomes 19 or receives a +2 bonus, whichever is higher.. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs.
Belt of Storm Giant Strength
Flat panes of quartz crystal, filled with arcing purple bolts of electricity, are tied together with blue-purple strands of silk. The wearer's strength becomes 23 or receives a +6 bonus, whichever is higher. The wearer is treated as proficient with large, bulky improvised thrown weapons, such as large rocks or logs. In addition, the wearer takes no penalty from wielding weapons up to two sizes larger than normal for that type of improvised thrown weapon. When they strike a foe with a bulky, improvised thrown weapon, they deal 3d8 sonic damage to all creatures within 20 ft of that enemy. Those that take sonic damage must make a Constitution save, DC 8 + the wearer’s Strength Modifier, or be stunned for 1 round. The wearer is immune to electricity and cold.
|Binder’s Black Book||3000|
A black leather-bound notebook the size of a deck of cards sits unassumingly in the hand. It will recognize a new owner once its holder prepares their spells in its presence. From then on, it will keep a meticulous record of the size, power, type, and any known facts about creatures its owner has bound. It auto-magically updates if given information about the state of the container, magic items created from bound souls, or any new facts about the creatures contained. Touching a filled soul container to the book will add a new entry to the book if the soul is not already so contained, if the soul is already listed in the book, its entry page will become visible. A Binder’s Black Book keeps a memory of all information it has ever gathered, but each individual binder can only see its first three pages detailing its usage plus any information they have entered into the book. While the book only appears to have a few hundred small pages, the book always has at least a few dozen blank pages no matter how many entries are made. Any writing made on a blank page vanishes, but writing made on an entry gets copied into the “notes” section.
Thin jewelry wire formed into this bronze cage is filled to its brim with grey and white feathers. Smashed open or tossed up to 30 feet away, the Bird Bomb explodes into a flock of tiny birds fitting to the local environment. Hundreds of nervous birds scatter in every direction in a cacophony of bird calls. This grants total concealment to everything within 20 feet of the explosion for one round and concealment for 1d4 rounds following. The birds quickly scatter but not before knocking down any unattended objects and any creature within 60 feet that fail an easy strength save (DC 10).
|Bird Feather Token||300|
Made of finely carved pine, this huge wooden feather transforms into a five foot bird when broken. The bird will take on the coloration the user has in mind when it is summoned. It can carry up to 100 pounds and obey simple verbal commands. The bird will become aloof and fly away after one hour.
A simple onyx raven statuette about 4 inches tall turns into a living, stone raven on command. The user must then look into the raven's eyes and shut one eye. then the raven comes alive and the user gains control over the raven's movements. The wielder sees in their closed eye what the raven sees. A Birdseye Raven can fly or hop up to 60 ft. each round with good maneuverability. It also has 18 AC, 10 hit points, and resistance to slashing and piercing. The raven turns back to stone when the user opens the eye shut to control it or if it has no conscious controller for a round.
|Black Dragon Scale Mail||4000|
Black Dragon Scale is a +1 black-green scale mail armor made from the hide of black dragons. It confers resistance to both poison and acid. Even though its source is from the evil black dragon-kind, no dragon looks favorably on those that wear Dragon hide.
|Black Powder Vial||750|
The strong rotten egg odor of this pitch black powder belies the dangerous nature of the rocky mixture. The powder can be used to start fires or when lit in a closed container, explode. The explosion deals 4d6 damage in 15 feet and 2d6 in 30 feet. A Dexterity save (DC 15) halves this damage. If the user places the explosive with an engineering check, the explosion will ignore the hardness of a structure or object and deal maximum damage.
|Black Powder Vial, Crude||400|
A poorly refined powder of saltpeter, charcoal, and sulfur, Black Powder is highly flammable. Thanks to either cheap ingredients, an incorrect recipe, or improper storage, this powder is fairly weak although still explosive. This vial can be used to instantly start fires in windy conditions using negligibly tiny pinches of the powder. Compressed and ignited, it will explode for 2d6 damage in 10 feet and 1d6 in 20 feet. A Dexterity save (DC 13) halves this damage. With an engineering check, the explosion ignores the hardness of a structure and deals maximum damage.
This gnarled, blackened staff is carved with obscenities and blasphemies of every known god and cult, constantly shifting. Any cleric or priest that wields the Blasphemous Staff takes 10d6 psychic damage each round unless they renounce their faith. Any being of standing with any god would receive great blessings from their deity for destroying this staff. If the staff is wielded by a creature hostile to the gods and that has a hatred of believers, their spellcasting abilities are improved. They may draw from both the Wizard and Cleric spell lists for their spells, while also gaining an additional spell slot of each spell level they can cast. Each time a spell is cast from a spell list the character would not normally have access to, roll 1d100 + spell level. On a result of 100 or more, the gods have noticed the Blasphemous Staff, roll 1d6: A powerful religious order or numerous murder-cults have now been instructed to kill the player, an earthquake strikes in 1d4 rounds, whatever the player tries to eat or drink in the next day turns to rotten maggots, the player rolls at disadvantage for the next day, the player has ominous dreams, or the gods squabble, doing nothing.
The blasting enchantment is actually an invisible fist of force that is tied to the armor. Enemies within 5 ft. that strike the wearer are struck in return for 1d6+2 force damage. The invisible fist rotates about the armor, lashing out at those who hit the wearer.
This lead scale mail, irradiated with magic, creates invisible fire and heat that radiates from areas the wearer has passed through. The wearer of the Blight Scale can spend an action, up to five times each day, to activate or deactivate the aura of this armor. A five-foot diameter area of effect along a line of where the wearer has walked since beginning of their last turn will deal 1 fire damage to any creature that starts their turn in the area or enters the area. The wearer of the Blight Scale is immune to this damage.
Blinders of the Jealous Mare
These partially cursed, black and red blinders can be placed around the eyes of a non-sapient, living creature that can accept a rider to improve their abilities. Once tied on, the blinders improve the speed of the creature by 10 ft. in all movement forms and any charge attacks made from the back of the mount will be made with a +2 bonus to damage. By placing the Blinders of the Jealous Mare on a mount, the owner of these blinders is considered attuned to the item and will lose attunement if they remove the blinders, an unattuned creature tries to ride them, or the attuned user rides another mount. When attunement is lost, the mount the blinders are or were placed on will become vicious and unstable. The mount will lose 5 ft. of movement speed and any creature trying to ride it will have to make a ride check each round or be thrown to the ground and attacked. If the owner rode a different creature while attuned, the previous mount will seek out and attack the new one. These effects last until the owner buys gifts and favorite foods for the spurned mount equivalent to the mount’s value.
A tool for combat tricksters, an armament enchanted with blinking jumps in and out of existence at its wielder's mental command. This unusual behavior allows the wielder to attack with advantage on one attack each encounter. If attuned to the weapon, they may also recall the weapon to their hand so long as it is within 10 ft. or within sight up to 30 ft. away.
When opened, this light blue parasol increases the wind speed by one category, drops the temperature by 20 degrees, and increases the percent chance of precipitation by 50 in a 1 mile radius. Opened indoors, it drops the temperature in a 120 ft. radius by 20 degrees. The wearer is unaffected by the additional weather intensity or coldness. For each ten minutes it is held open after the first hour, it has a 1 in 6 chance of catching a strong air current and ripping apart. Each opening of the parasol counts for a minimum of ten minutes of use.