| +6 | Expertise Bonus | |
| +3 | Proficiency Bonus |
| +0 | Strength | |
| +3 | Dexterity | |
| +3 | Constitution | |
| +8 | Intelligence | |
| +6 | Wisdom | |
| +2 | Charisma |
| +3 | Acrobatics | DEX | |
| +3 | Animal Handling | WIS | |
| +11 | Arcana | INT | |
| +0 | Athletics | STR | |
| +2 | Deception | CHA | |
| +8 | History | INT | |
| +6 | Insight | WIS | |
| +2 | Intimidation | CHA | |
| +11 | Investigation | INT |
| +3 | Medicine | WIS | |
| +5 | Nature | INT | |
| +8 | Perception | WIS | |
| +2 | Performance | CHA | |
| +2 | Persuasion | CHA | |
| +8 | Religion | INT | |
| +3 | Sleight of Hand | DEX | |
| +3 | Stealth | DEX | |
| +3 | Survival | WIS |
| Weapon / Attack | AB | Abi | Dmg | Dmg Type |
|---|
https://www.worldanvil.com/sheet/1647882/view
The statblocks of your Weapons, armor and other important/magical equipment
Basic Rules, pg. 157
Wondrous Item
Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
The statblocks of your class features
Statblocks for your familiars, mounts etc.
Statblocks for race/species of the character.
Statblocks for companions, followers and other allies.
Statblocks for your spells.
Statblocks for your Trinkets, businesses, building, castles, empires.
| Name | Type | Attunement | Description |
|---|---|---|---|
| Goggles of Night | Uncommon | No | While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
| Spell Scroll - False Life | |||
| Spell Scroll - Wall of Fire | |||
| Spell Scroll - Wall of Sand | |||
| Spell Scroll - Arcane Gate | |||
| Spell Scroll - Giant Insect | |||
| Rod of Alertness | Very rare | Yes | this rod has a flanged head and the following properties. |
| Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. | |||
| Spells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. | |||
| Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. | |||
| The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. | |||
| Spies Murmur | Uncommon | Yes | This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies' Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you're incapacitated. |
| Wand Sheath | Common | By warforged | A wand sheath clamps onto your arm and imparts the following benefits: |
| The wand sheath can't be removed from you while you're attuned to it. | |||
| You can insert a wand into the sheath as an action. The sheath can hold only one wand at a time. | |||
| You can retract or extend a wand from the sheath as a bonus action. While the wand is extended, you can use it as if you were holding it, but your hand remains free. | |||
| If a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends. | |||
| Rope of Climbing | Uncommon | No | This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. |
| If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. | |||
| The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. | |||
| Pearl of Arcane Power | Rare | Yes | While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells. |
| In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. Once you have used the pearl, it can't be used again until the next dawn. | |||
| Medal of the Conch | Uncommon | No | When you use an action to rub this medal, you gain a swimming speed equal to your walking speed for 1 hour. Once this property has been used, it can't be used again, and the medal becomes nonmagical. |
| Atlas of Endless Horizons | Rare | Yes | This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. |
| The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: | |||
| If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. | |||
| When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you. | |||
| Mizzium Apparatus | Uncommon | Yes, by a wizard or artificer | While you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class's spell list and of a level for which you have a spell slot, and you must provide the spell's components. |
| You expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (Arcana) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell. | |||
| On a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells. | |||
| If you try to cast a cantrip you don't know, the DC for the Intelligence (Arcana) check is 10, and on a failed check, there is no effect. | |||
| Potion of Resistance (fire) | |||
| Potion of Heroism | |||
| Philter of Love | |||
| Potion of Frost Giant Strength | |||
| Cape of Mountebank | Rare | No | This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn. |
| When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. | |||
| Mantle of Spell Resistance | Rare | Yes | You have Advantage on saving throws against spells while you wear this cloak. |
| Netheresee Ring of Protection | Rare | Yes | You gain a +1 bonus to AC and saving throws while wearing this ring. |
| The ring is made from a single piece of mystical green glass that's stronger than steel. It has the added property of making the wearer less likely to drop or lose anything held in the hand the ring is on. The wearer receives a +4 bonus to saving throws or checks made to avoid dropping or being disarmed of any item held in that hand. | |||
| Hat of Improved Wizardry | Rare | Yes | This pointed hat has the following properties. |
| Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. | |||
| Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. Any spell you cast from the hat uses your spell save DC and spell attack bonus. | |||
| 1d100 | Effect | ||
| 01–50 | You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect on a 2, Enlarge/Reduce (reduce effect on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud. | ||
| 51–55 | You have the Stunned condition until the end of your next turn, believing something awesome just happened. | ||
| 56–60 | A harmless swarm of butterflies fills a 10- foot Cube within 30 feet of yourself. The swarm disperses after 1 minute. | ||
| 61–65 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist’s Fire; on a 3, a Crowbar; on a 4, a lit Torch. | ||
| 66–70 | You suffer a bout of “magic sickness” and have the Poisoned condition for 1 hour. | ||
| 71–75 | You have the Petrified condition until the end of your next turn. | ||
| 76–80 | You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP. | ||
| 81–85 | A creature appears in an unoccupied space as close to you as possible. The creature isn’t under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule. | ||
| 86–90 | A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you. | ||
| 91–95 | A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. | ||
| 96–00 | You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then. |
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