Beschrijving
Thrown 1d6
Lvl 1: If ingredients are put into it, every six hours it will output a potion of a type relating to the ingredients. At the first level, it will produce potions of Lesser Healing (1d4 + 1), Healing (2d4 +2) or Moderate Healing (3d4 +3). Which is produced is dependant on the quality of ingredients. Plants and pieces of creatures with regenerative properties work well. The brewmaster has 4 special constructed vials potions in these vials will keep for months on end. As soon as they are transferred to another container however they spoil in a two days (two sessions). Lvl 2: The device can now produce potions that will grant a +2, nonstackable bonus to skill checks for 1 hour after drinking. The ingredients for these should be parts from a monster that makes sense for that skill (a Mimic for stealth, a Nightmare for intimidation etc.).
A spew of acrid chemicals erupts from your hands. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 10d4 acid damage on a failed save, or half as much damage on a successful one. The acid destroys any objects made of organic materials in the spells area. A creature killed by this spell has its flesh entirely dissolved, leaving behind only a corroded skeleton.
You emit a baleful aura which disorients creatures who approach you. Any creatures that start their turn within 10 feet of you are poisoned until the start of their next turn.
It can capture a scent or gas equal to 10 squarefoot and seal it in the bottle until later use when you are next to it. Only 1 scent can be present there at one moment in time, and opening the bottle releases the scent immidiatly arround you in a 10 by 10ft area.
You create an invisible sensor within range in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees). The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with. When you cast the spell, you choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing. A creature that can see the sensor (such as a creature benefitting from see invisibility or truesight) sees a luminous, intangible orb about the size of your fist.
You send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesnt arrive.
This bag has an interior space considerably 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 weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can 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 inside 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 send a short message of twenty-five words or less to a creature with which you are familiar. The creature hears the message in its mind, recognizes you as the sender if it knows you, and can answer in a like manner immediately. The spell enables creatures with Intelligence scores of at least 1 to understand the meaning of your message. You can send the message across any distance and even to other planes of existence, but if the target is on a different plane than you, there is a 5 percent chance that the message doesnt arrive.
While wearing this ring, you can breathe underwater. You can use this ability for a total of one hour each day. You retain your normal mode of breathing as well.
This mighty axe was wielded by Korgoth Blackhorn, leader of the Blackhorn Pirates. You have a +1 bonus to attack and damage rolls made with this magic weapon. Once per long rest, when you hit an enemy with Talonshreader, you can force that enemy to make an Intelligence save. The spell save DC is equal to your passive Intimidation score. On a failure, the target is affected by the Enemies Abound spell (without requiring your concentration).
2x Dagger 2x Bullseye lantern (filled and lit) 2x Steel mirror 2x 10-foot pole 2x Hempen rope (50 feet, coiled) 2x Sack EXTRA PATCHES: 1x 12ft long rowboat 1 x 2ftx4ft window 1x 10ft high and wide iron door (can only be placed in opening) 1x 24ft wooden ladder 2x 10ft cubed pit to be placed wherever the player chooses within 10ft. 2x spell scroll: 1x pass without trace + 1x enlarge reduce 1x portable Ram 1x 2 Mastiff Dogs (edited)
Immune to alcohol poisoning
Once per session, change half the damage of a spell/attack to cold element
While you wear this cloak with its hood up,Wisdom (Perception) checksmade to see you havedisadvantage. and you haveadvantageonDexterity (Stealth) checksmade tohide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires anaction.
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 1st through 5th level 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.
The driftglobe can be activated by speaking one of its command words, at which it will cast either the Light or Daylight spell as indicated by the user. The Daylight effect refreshes at dawn each day.[1] It can also be commanded, while it is illuminated, to float no more than 5 feet from the ground within 60 feet of the person who spoke the command, and will follow that person within 60 feet. If prevented from doing so, the light will go out and it will sink to the ground.[
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Action,shoot the hook until 30ft it is an instant pull and hooks to the surface, no offhand attack possible after the shot has been taken.
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
You can Breath underwater for up to 1 hour after drinking this potion.
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.
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
A mirror that can grow and shrink from hand sized to full length
You regain 10 hit points when you drink this potion.
You regain 20 hit points when you drink this potion.
You regain 40 hit points when you drink this potion.
You regain 60 hit points when you drink this potion.
You regain 10 hit points when you drink this potion.
You regain 10 hit points when you drink this potion.
You regain 10 hit points when you drink this potion.
You regain 10 hit points when you drink this potion.
You regain 10 hit points when you drink this potion.
You regain 10 hit points when you drink this potion.
You regain 20 hit points when you drink this potion.
You regain 20 hit points when you drink this potion.
You regain 20 hit points when you drink this potion.
You regain 40 hit points when you drink this potion.