This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible Chain Mail protects the joints.
Can be equipped to increase your base AC (Armor Class).
AC: 17
Due to it's weight and noise made by the the joints, equipping this armor will give you disadvantage on Stealth checks.
You gain the ability to comprehend and verbally communicate with beasts for the duration. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the GM’s discretion.
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st.
You choose a creature you can see within range and mystically mark it as your quarry. Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack, and you have advantage on any Wisdom (Perception) or Wisdom (Survival) check you make to find it. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to mark a new creature.
At Higher Levels: When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your Concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Studded Leather armor provides you with an armor boost, while still allowing you to move freely.
Can be equipped to increase your base AC (Armor Class)
AC: 12 + DEX Mod.
Found within the hoard of the young dragon Venomfang, this battleaxe has a magical enchantment that increases any attack and damage rolls. It also deals maximum damage when it hits a plant creature or any wooden object.
If holding two: The first attack uses your action, and you can make another attack with the second on the same round as a bonus action.
Attack Roll: 1d20 + STR + Proficiency Bonus + 1
Damage Roll: 1d8 + STR + 1
You can attack twice, instead of once, when using the Attack action.
This Staff of Defense is the staff that once belonged to Iarno Albrek, or Glasstaff, a former member of the Lords Alliance. The staff is slender, hollow, and made entirely of glass, yet it is as strong as oak.
This staff provides the following benefits:
AC + 1
The staff contains 10 charges used to fuel the spells within it. While holding the staff, it can be used to cast the following spells:
- Mage Armor (1 Charge)
- Shield (2 charges)
The staff regains 1d6 + 4 charges each day at dawn. If the last charge is expened, roll a d20. On a 1, the staff shatters and is destroyed.
When you use the Attack action on your turn, if your companion can see you, it can use its reaction to make a melee attack.
A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.
At Higher Levels: When you cast this spell using a spell slot of or higher, the damage increases by 1d8 for each slot level above 2nd.
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.