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.
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.
This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb for 1 charge or web for 2 charges. Spell save is DC 15.
The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the propertythe damage when the weapon is used with two hands to make a melee attack.
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. While holding the staff, you have a +1 bonus to your Armor Class.
Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: mage armor for 1 charge or shieldfor 2 charges.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the propertythe damage when the weapon is used with two hands to make a melee attack.