You regain 4d4 + 4 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.
The potion’s blue liquid glimmers when agitated.
You regain spell slots when you drink this potion.
Roll 1d4 to determine the amount and type of spell slot regained. You can regain the rolled amount in 1st Level Spell Slots, half the amount (rounded down) in 2nd Level Spell Slots or a third of the amount (rounded down) in 3rd Level Spell slots.
Drinking it yourself is a bonus action, administering it to someone else is considered an action.
Be warned, though, consuming more than one source of Mana in a day overwhelms the body with arcane energy. Starting with the second Mana Potion per Long Rest you additionally gain 2 Levels of Exhaustion that can only be dealt with by non-magical means.
You regain 2d4 + 2 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.
(AC 12 + Dex)
You have a +1 bonus to AC while wearing this armor.
AC 13 + Dex after bonus
(Finesse, Light, Thrown) (requires attunement)
Song Craft.
Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
You gain a +2 bonus to attack and damage rolls made with this weapon.
When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage.
Each time you throw the weapon, it flies back to your hand after the attack.
Solesh
(Moonblade Flash)
(requires attunement) You can take a Bonus Action to cause the *Moonblade* to flash brightly.
Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute.
A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
You can't use this property again until you finish a Short or Long Rest.
If the spell has a range of 5 feet or more and doesn't have a range of self, the spell's range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.
Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
You cast the spell without any somatic or verbal components for this casting.
(Finesse, Light, Thrown)
You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger.
When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light.
The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one.
If this damage reduces the creature to 0 hit points, the creature disintegrates into dust.
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces.
As an action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together.
A Rope of Mending is forever shortened if a section of it is lost or destroyed.
This item functions as a Pole.
While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole.
The potion’s blue liquid glimmers when agitated.
You regain spell slots when you drink this potion.
Roll 1d4 to determine the amount and type of spell slot regained. You can regain the rolled amount in 1st Level Spell Slots, half the amount (rounded down) in 2nd Level Spell Slots or a third of the amount (rounded down) in 3rd Level Spell slots.
Drinking it yourself is a bonus action, administering it to someone else is considered an action.
Be warned, though, consuming more than one source of Mana in a day overwhelms the body with arcane energy. Starting with the second Mana Potion per Long Rest you additionally gain 2 Levels of Exhaustion that can only be dealt with by non-magical means.
-This bag has an interior larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag always weighs 15 pounds. Retrieving an item from the bag requires an action.
-If the bag is overloaded, pierced, or torn, it ruptures and is destroyed. Its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill out, unharmed, but the bag must be put right to be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
-Placing a bag of holding in an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
You regain 2d4 + 2 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.
You regain 4d4 + 4 Hit Points when you drink this potion.
The potion's red liquid glimmers when agitated.
A tough leather band holds up a rather simple socket which is filled with a slightly vibrating azure blue crystal. Occasionally, the amulet resists momentum that is applied to it, making it float in place for a fraction of a second, before going back to behaving like an ordinary amulet would.
When you fall at least 20 feet while you wear the amulet around your neck or at least one limb, you descend 60 feet per round and take no damage from falling. The amulet's magic is expended after you land, whereupon the crystal in its socket becomes non-magical. One hour of continued contact with a Powered Air Crystal can restore its magical capabilities for another use.
(+2 to attack rolls and wizard spell save DC)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook.
In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
(requires attunement)
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 level 1 through 5 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.
This wand has 3 charges.
While holding it, you can expend 1 charge to cast *Detect Magic* from it.
The wand regains 1d3 expended charges daily at dawn.
This wand has 3 charges.
While holding it, you can expend 1 charge to cast *Detect Magic* from it.
The wand regains 1d3 expended charges daily at dawn.
This wand has 3 charges.
While holding it, you can expend 1 charge to cast *Detect Magic* from it.
The wand regains 1d3 expended charges daily at dawn.
These crystal lenses fit over the eyes.
While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
While you wear these boots, you can sense impending danger.
After you roll initiative, you can choose to roll a d8 and add it to your initiative roll.
Once this property is used, it can't be used again until the next dawn.
Darkvision
- 60 ft
- You can see in dim light as if it were bright light
and in darkness as if it were dim light.
- You can't discern color in darkness, only shades of
gray.
Fey Ancestry
- You have advantage on saving throws against
being charmed
- Magic can't put you to sleep.
Trance
- Elves do not sleep. Instead they meditate deeply, remaining semi-conscious, for 4 hours a day. The Common word for this meditation is trance. While meditating, you dream after a fashion, such dreams are actually mental exercises that have become reflexive after years of practice. After resting in this way, you gain the same benefit a human would from 8 hours of sleep.
You have learned to regain some of your magical energy by studying your spellbook. Once per day, when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher.
Level Spell Slots Total Recovery
___________________1-2___1
___________________3-4___2
___________________5-6___3
___________________7-8___4
__________________9-10___5
You have practiced techniques in melee combat against spellcasters, gaining the following benefits.
- When a creature within 5 feet of you casts a spell, you can use your reaction to make a melee weapon attack against that creature.
- When you damage a creature that is concentrating on a spell, that creature has disadvantage on the saving throw it makes to maintain its concentration.
- You have advantage on saving throws against spells cast by creatures within 5 feet of you.
(Prerequisite: The ability to cast at least one spell) You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
- You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
- You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
- When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
Hardy and resilient, you gain the following benefits:
- Increase your Constitution score by 1, to a maximum of 20.
- When you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier (minimum of 2).
You learn to move things with your mind, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.
- As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward or away from you. A creature can willingly fail this save.
You awaken the ability to mentally connect with others, granting you the following benefits:
- Increase your Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20.
- You can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically.
- You can cast the Detect Thoughts spell, requiring no spell slot or components, and you must finish a long rest before you can cast it this way again. Your spellcasting ability for the spell is the ability increased by this feat. If you have spell slots of 2nd level or higher, you can cast this spell with them.
(Prerequisite: Elf or Half-Elf) The accuracy of elves is legendary, especially that of elf archers and spellcasters. You have uncanny aim with attacks that rely on precision rather than brute force. You gain the following benefits:
- Increase your Dexterity, Intelligence, Wisdom, or Charisma score by 1, to a maximum of 20
- Whenever you have advantage on an attack roll using Dexterity, Intelligence, Wisdom, or Charisma, you can reroll one of the dice once.
Beginning at 10th level, you can direct your magic to absorb damage while your Bladesong is active. When you take damage, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
Starting at 10th level, the psionic energy flowing through you has bolstered your mind. You have resistance to psychic damage. Moreover, if you start your turn charmed or frightened, you can expend a Psionic Energy die and end every effect on yourself subjecting you to those conditions.
Starting at 6th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. Moreover, you can cast one of your cantrips in place of one of those attacks.
(Cannot use medium or heavy armor, a shield, or use two hands to make a weapon attack) While your Bladesong is active, you gain the following benefits:
You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1)
Your walking speed increases by 10 feet.
You have advantage on Dexterity (Acrobatics) checks.
You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1).
You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.
Beginning at 9th level, you can re-roll a saving throw that you fail. If you do so, you must use the new roll, and you can't use this feature again until you finish a long rest.
You can use this feature twice between long rests starting at 13th level and three times between long rests starting at 17th level.
Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn.
Level 5 -- 2 attacks
Level 11 - 3 attacks
Level 20 - 4 attacks
When you or another creature you can see within 30 feet of you takes damage, you can use your reaction to expend one Psionic Energy die, roll the die, and reduce the damage taken by the number rolled plus your Intelligence modifier (minimum reduction of 1), as you create a momentary shield of telekinetic force.
You can propel your weapons with psionic force. Once on each of your turns, immediately after you hit a target within 30 feet of you with an attack and deal damage to it with a weapon, you can expend one Psionic Energy die, rolling it and dealing force damage to the target equal to the number rolled plus your Intelligence modifier.
(Free Use) You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
(Must take a short or long rest or expend one Psionic Energy die) You can move an object or a creature with your mind. As an action, you target one loose object that is Large or smaller or one willing creature, other than yourself. If you can see the target and it is within 30 feet of you, you can move it up to 30 feet to an unoccupied space you can see. Alternatively, if it is a Tiny object, you can move it to or from your hand. Either way, you can move the target horizontally, vertically, or both. Once you take this action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
(Must take a short or long rest or expend one Psionic Energy die) As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
(Free Use) As a bonus action, you can propel your body with your mind. You gain a flying speed equal to twice your walking speed until the end of the current turn. Once you take this bonus action, you can't do so again until you finish a short or long rest, unless you expend a Psionic Energy die to take it again.
When you deal damage to a target with your Psionic Strike, you can force the target to make a Strength saving throw against a DC equal to 8 + your proficiency bonus + your Intelligence modifier. If the save fails, you can knock the target prone or move it up to 10 feet in any direction horizontally.
You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again.
Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again.
(Fighting Style TCE) Range of 10 feet. Within that range, you can effectively see anything that isn't behind total cover, even if you're blinded or in darkness. Moreover, you can see an invisible creature within that range, unless the creature successfully hides from you.