While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage.
The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
You regain hit points when you consume this potion. The amount of healing depends on how you choose to drink it:
Quick Sip (Bonus Action): You rapidly down the potion in the heat of combat. You roll for the healing, regaining 2d4 + 2 hit points.
Full Draught (Action): You take your time to consume every last magical drop. You receive the maximum benefit, regaining 10 hit points.
Administering to Another (Action): You can feed this potion to another willing or unconscious creature as an action. When you do so, you must roll for the healing, and the creature regains 2d4 + 2 hit points.
You regain hit points when you consume this potion. The amount of healing depends on how you choose to drink it:
Quick Sip (Bonus Action): You rapidly down the potion in the heat of combat. You roll for the healing, regaining 2d4 + 2 hit points.
Full Draught (Action): You take your time to consume every last magical drop. You receive the maximum benefit, regaining 10 hit points.
Administering to Another (Action): You can feed this potion to another willing or unconscious creature as an action. When you do so, you must roll for the healing, and the creature regains 2d4 + 2 hit points.
You regain hit points when you consume this potion. The amount of healing depends on how you choose to drink it:
Quick Sip (Bonus Action): You rapidly down the potion in the heat of combat. You roll for the healing, regaining 2d4 + 2 hit points.
Full Draught (Action): You take your time to consume every last magical drop. You receive the maximum benefit, regaining 10 hit points.
Administering to Another (Action): You can feed this potion to another willing or unconscious creature as an action. When you do so, you must roll for the healing, and the creature regains 2d4 + 2 hit points.
The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.
The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.
The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make an Intelligence (Arcana) or an Intelligence (Nature) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.