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Glove of Wounding

  • casting time 1 Action
  • range Melee

  • components N/A
  • duration Varies

While attuned to this item, you gain the ability to deal an extra 3d10 necrotic damage on a hit.

You can use this ability twice per day. The item regains the expended charges at dawn.

Any Magical

Potion of Hill Giant Strength

  • casting time 1 Action
  • range Self

  • components N/A
  • duration 1 Hour

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.

Any Magical

Potion of Fire Breathing

  • casting time 1 Bonus Action
  • range 30 ft

  • components N/A
  • duration 1 Hour

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.

This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Any Magical

Elven Chain

  • casting time N/A
  • range Self

  • components Chain Mail
  • duration N/A

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Any Magical

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