Kanji — Magic Items

Bard 12 · Half-Elf · The Lightbringers · CY 596

Click any item name to jump to its full description below.  ·  Costs based on DMG rarity tiers.  ·  = Attunement required  ·  Die type in parentheses = roll when found to determine current charges.
Rarity Common Uncommon ~101–500 gp Rare ~501–5,000 gp Very Rare ~5,001–50,000 gp Legendary Custom / Homebrew
🎵 Slot Equipment — Worn & Equipped
Slot Item(s) Att. Rarity Notes
Head Circlet of the Iron Mind Uncommon +1 to Int/Wis/Cha saves · 1/dawn bonus 1d4 to any such save
Eyes Goggles of Sight Protection Uncommon Advantage vs blinding/gaze attacks
Neck




Rare Cold resist · survive lethal hit · save +1d4 · stories buff · death saves · Dissonant Whispers
Body Rare AC 13+Dex, no stealth disadv · fire absorb 5/attack (25 max/dawn)
Bracers Bracers of Elusive Action Uncommon Disengage or Dodge as bonus action 1/SR
Gloves Hands of the Knight Initiate Uncommon Bless & Bane (Cha) 1/LR each · 5 pts lay on hands/LR
Belt
Rare Girdle: regain uses/charges on crit · Belt: Absorb Elements (d6 charges)
Cloak Cloak of Fear Rare Intimidation prof · adv. vs fear · Phantasmal Killer 1/day
Ring #1 Ring of Lesser Metamagic (Quicken) Rare Cast 1-action spell as bonus action 1/day
Ring #2 Ring of Rapid Escape Uncommon Reaction to Misty Step on taking damage 1/day
Ring #3 Ring of Fire Resistance Rare Resistance to fire damage (d4 charges)
Boots Boots of Striding & Springing Uncommon Speed 30 ft min · jump distance tripled

Items marked ✦ require attunement. Max attunement: 3 slots standard 5e.

🎵 Worn Magic Items
Item Rarity Est. Cost Charges Qty Notes
Circlet of the Iron Mind Uncommon ~500 gp 1/dawn 1 +1 Int/Wis/Cha saves · 1/dawn +1d4 to such save after roll
Goggles of Sight Protection Uncommon ~400 gp 1 Advantage on saves vs blinding effects and gaze attacks
Black Ice Amulet Rare ~3,000 gp 1 Resistance to cold damage; see description
Amulet of Orcish Endurance Rare ~3,000 gp 1/dawn 1 Con save vs lethal hit: succeed = 1 hp instead of 0 · 1/dawn
Amulet of Resistance Uncommon ~500 gp d4 1 Reaction on failed save: +1d4 to the roll
Amulet of Stories Uncommon ~500 gp 1 Inspire allies with a tale; see description
Heavy Noose Uncommon ~400 gp 1 Proficient in death saves · heal self (reaction) when ally dies
Dissonant Whispers Amulet Uncommon ~400 gp d4 1 Cast Dissonant Whispers without a spell slot (d4 charges)
Mithril Chain Shirt Rare ~5,000 gp 1 AC 13+Dex · no stealth disadv · treated as light armour
Jacinth of Flame Protection Uncommon ~500 gp 25 pts/dawn 1 Affixed to armour · absorbs 5 pts fire dmg/attack · resets at dawn
Bracers of Elusive Action Uncommon ~500 gp 1/SR 1 Disengage or Dodge as bonus action 1/short rest
Hands of the Knight Initiate Uncommon ~500 gp 1/LR each 1 Bless & Bane (Cha stat) 1/LR each, no slot · 5 pts lay on hands/LR
Girdle of Resurgence Rare ~3,000 gp 1 On crit vs enemy: regain one expended use/charge of a worn item
Belt of Absorb Elements Uncommon ~500 gp d6 1 Cast Absorb Elements (any type) from belt charges (d6 charges)
Cloak of Fear Rare ~3,000 gp 1/day 1 Intimidation prof · adv. vs fear · Phantasmal Killer 1/day
Ring of Lesser Metamagic (Quicken) Rare ~4,000 gp 1/day 1 Cast a 1-action spell as a bonus action 1/day
Ring of Rapid Escape Uncommon ~500 gp 1/day 1 Reaction: Misty Step on taking damage 1/day
Ring of Fire Resistance Rare ~5,000 gp d4 1 Resistance to fire damage (d4 charges)
Boots of Striding & Springing Uncommon ~500 gp 1 Speed always at least 30 ft · jump distance tripled
⚔ Magic Weapons
Item Rarity Est. Cost Charges Qty Notes
Prismatic Javelin Rare ~5,000 gp 1/dawn 1 Returns on hit · prismatic burst 1/dawn: 2d10 per beam, DC 15 Dex
+1 Useful Knife Uncommon ~500 gp 1 +1 to hit & dmg · minor utility enchantments
Light Crossbow (standard) Common ~25 gp 1 1d8 piercing · range 80/320 ft
Mockingblade (Rapier) Uncommon ~500 gp 4 (1d3+1/dawn) 1 +1 rapier · hit + bonus action: Vicious Mockery (spell save DC)
✦ Wands, Instruments & Miscellaneous
Item Rarity Est. Cost Charges Qty Notes
Lute of the Sublime Very Rare ~10,000 gp Insp. die 1 Expend Inspiration die: heal 4 creatures, psychic damage, or teleport ally
Arcane Goblet Rare ~3,000 gp prof/day 1 Short rest: expend hit dice to recover 1st/2nd level spell slots (1 hd = 1 slot level)
Horn of Silent Alarm Common ~50 gp 4 (1d3+1/dawn) 1 Alarm audible only to chosen creatures within 600 ft
Lucky Charm (Almiraj Foot) Uncommon ~200 gp d6 1 Reaction: gain 1d4 temp HP when about to take damage
Mongoose Wand Uncommon ~200 gp 1 +1 spell atk / DC vs serpents & yuan-ti
Moon Weave Ruby Uncommon ~300 gp 1 Moonlit gem; see description
Onyx Dog Rare ~3,000 gp 1/7 days 1 Figurine of wondrous power: mastiff with scent tracking · 6 hrs · 1/7 days
Rod of Agathys Uncommon ~500 gp 1 Cast Armor of Agathys (temp HP + cold damage on hit)
Staff of Healing Rare ~5,000 gp 10 (1d6+4/dawn) 1 Cure Wounds (1/2/3 charges), Lesser Restoration (2), Mass Cure Wounds (5)
Wand of Wonder Rare ~3,000 gp 7 (1d6+1/dawn) 1 Random wild magic effect on expend; see description
Wand of Cure Wounds Uncommon ~500 gp d6 1 Cure Wounds 1st level: 1d8 + spellcasting mod
Wand of Hold Person Uncommon ~500 gp d6 1 Hold Person, DC 14 Wis save, concentration
Wand of Thunderwave (3rd) Uncommon ~500 gp d6 1 Thunderwave at 3rd level: 3d8 thunder, DC 14 Con; push 10 ft
Wand of Cloud of Daggers Uncommon ~500 gp d8 1 Cloud of Daggers: 5 ft cube, 4d4 slashing/turn, conc. 1 min
Wand of Lightning Bolt Rare ~2,500 gp d4 1 Lightning Bolt 3rd: 8d6, 100 ft line, DC 15 Dex save half
Wand of Major Image Uncommon ~500 gp d4 1 Major Image: 20 ft cube illusion, sight/sound/smell, conc. 10 min
⚗ Potions & Consumables
Item Rarity Est. Cost Charges Qty Notes
Oil of Wealth Uncommon ~300 gp single use d4 +1 hit/dmg 1 min · blood → gold 1gp/hp dmg dealt
Potion of Climbing Common ~75 gp single use d4 Climbing speed = walk speed · adv. Athletics (climbing) · 1 hour
Potion of Flying Very Rare ~500 gp single use d4 Fly speed 60 ft · hover · 1 hour
Potion of Tongues Uncommon ~300 gp single use d4 Understand and speak any language · 1 hour
Potion of Mana Uncommon ~300 gp single use d4 Recover one 1st level spell slot · max 1/SR or 2/LR
Potion of Healing Common ~50 gp single use d4 ×3 + d6 Heal 2d4+2 hp · three at d4 qty, one at d6 qty
Potion of Greater Healing Uncommon ~150 gp single use d4 ×2 Heal 4d4+4 hp
Potion of Regeneration Rare ~1,500 gp single use d4 Recover 3 hp/turn for up to 10 min (roll d6 each tick; on 1, ends)
📜 Scrolls
Item Rarity Est. Cost Charges Qty Notes
Scroll of Invisibility Uncommon ~300 gp single use d6 Invisible 1 hr; ends on attack or casting
Scroll of Mirror Image Uncommon ~300 gp single use d6 3 illusory duplicates; attackers may hit a duplicate instead
Scroll of Sleep Common ~75 gp single use d4 5d8 hp of creatures fall asleep; lowest HP first
Scroll of Faerie Fire Common ~75 gp single use d4 20 ft cube: outline affected creatures · attacks adv. vs them · conc. 1 min
Scroll of Heat Metal Uncommon ~300 gp single use d4 2d8 fire/round · Disadv. on attacks/ability checks if held · conc. 1 min
Scroll of Knock Uncommon ~300 gp single use d4 Open locked/barred/stuck object; loud knock audible 300 ft
Scroll of Regeneration Rare ~1,000 gp single use d4 Regenerate 1 hp/round for 1 min · regrow lost limbs over 2 min
Scroll of Silent Image Common ~75 gp single use d4 15 ft cube illusion (visual only); conc. 10 min
Scroll of Scorching Ray & Shatter Uncommon ~400 gp single use d4 Two spells on one scroll; choose on use
Scroll of Fireball & Lightning Bolt Uncommon ~600 gp single use d4 Two spells on one scroll; choose on use · 8d6 fire or lightning

Item Descriptions

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Circlet of the Iron Mind
Wondrous item (headwear) · No attunement required Uncommon

+1 bonus to Intelligence, Wisdom, and Charisma saving throws.

1/dawn: May grant a +1d4 bonus to any such saving throw after the result is known and after you know whether you failed.

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Goggles of Sight Protection
Wondrous item (eyewear) · No attunement required Uncommon

Tinted crystal goggles with darkened lenses. While wearing them, you have advantage on saving throws against effects that cause blindness, and advantage on saving throws against gaze attacks (such as a medusa's gaze or a basilisk's petrifying gaze).

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Black Ice Amulet
Wondrous item (amulet) · Requires attunement Rare

A faceted black gem amulet that remains ice-cold to the touch. While attuned, you have resistance to cold damage.

Once per day, when you take cold damage, you may use your reaction to reduce the damage to zero and absorb it — your next melee weapon attack before the end of your next turn deals an additional 2d6 cold damage as the absorbed energy is released.

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Amulet of Orcish Endurance
Wondrous item (amulet) · Requires attunement Rare

An iron amulet bearing the symbol of Gruumsh. When an attack would reduce you to 0 hit points or lower, you can make a Constitution saving throw with a DC equal to 5 + the damage taken. If you succeed, you are instead reduced to 1 hp.

The amulet will not function again until the next dawn.

⚡ 1/dawn
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Amulet of Resistance
Wondrous item (amulet) · No attunement required Uncommon

As a reaction when you fail a saving throw, activate the amulet to add 1d4 to your saving throw result, potentially turning a failure into a success. Does not stack with Resistance or Bless.

⚡ d4 charges
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Amulet of Stories
Wondrous item (amulet) · No attunement required Uncommon

A worn amulet etched with tiny scenes of battles and feasts from a hundred different tales. Once per long rest, as an action, you may tell a brief inspiring story (1–2 sentences) to up to 6 creatures within 30 feet that can hear you. Each target gains advantage on the next saving throw they make before the end of their next turn, as your tale steels their resolve.

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Heavy Noose
Wondrous item (neck) · No attunement required Uncommon

A heavy rope noose worn about the neck in the amulet slot.

  • You are proficient in death saving throws.
  • If you see a close ally within 60 feet of you die, you may use your reaction to spend up to half of any hit dice you have to heal yourself.
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Dissonant Whispers Amulet
Wondrous item (amulet) · No attunement required Uncommon

Expend a charge to cast Dissonant Whispers without expending a spell slot: one creature within 60 feet that can hear you must make a DC 14 Wisdom saving throw. On failure: 3d6 psychic damage and the creature must immediately use its reaction to move as far away from you as possible. On success: half damage, no movement.

⚡ d4 charges
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Mithril Chain Shirt
Armour (chain shirt) · No attunement required Rare

Mithril is a light, flexible metal. A chain shirt made of it is treated as light armour by the wearer, even though it provides the AC of medium armour: AC 13 + Dexterity modifier. While wearing it, you have no disadvantage on Stealth checks.

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Jacinth of Flame Protection
Wondrous item (armour enhancement) · No attunement required Uncommon

Affixed to the Mithril Chain Shirt. When the wearer takes fire damage from an attack, the jacinth absorbs 5 points of fire damage from that attack. Once it has absorbed a total of 25 points it ceases working until the next dawn.

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Bracers of Elusive Action
Wondrous item (bracers) · Requires attunement Uncommon

Supple leather bracers engraved with darting foxes. Once per short rest, you may take the Disengage or Dodge action as a bonus action.

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Hands of the Knight Initiate
Wondrous item (gloves) · No attunement required Uncommon

Fine metal gauntlets. You may cast Bless and Bane once each as a 1st level spell using Charisma as your spellcasting statistic without expending a spell slot. You also gain 5 points of lay on hands per long rest (touch a creature to heal that many hit points as an action).

⚡ Bless + Bane 1/LR each · 5 hp lay on hands 1/LR
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Girdle of Resurgence
Wondrous item (belt) · Requires attunement Rare

A broad leather belt studded with small rubies that pulse when you land a telling blow. When you score a critical hit against an enemy, you may immediately regain one expended use or charge of any other worn or carried magic item of your choice. You may do this once per short rest.

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Belt of Absorb Elements
Wondrous item (belt) · No attunement required Uncommon

Expend a charge to cast Absorb Elements as a reaction when you take acid, cold, fire, lightning, or thunder damage: halve the incoming damage and store the energy, adding 1d6 of that damage type to your next melee attack before the end of your next turn.

⚡ d6 charges
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Cloak of Fear
Wondrous item (cloak) · Requires attunement Rare
  • You may elect to have the cloak billow dramatically — make Intimidation rolls as if proficient (no benefit if already proficient).
  • Advantage on saving throws against fear effects.
  • After attuning for a week: 1/day cast Phantasmal Killer (save DC 15). If your proficiency bonus is +4 or higher, you do not need to concentrate on the spell.

If the wearer fails a saving throw against a fear effect, the cloak loses all powers for a week.

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Ring of Lesser Metamagic (Quicken)
Ring · Requires attunement Rare

A ring set with a yellow citrine that crackles with latent speed. Once per day, when you cast a spell with a casting time of 1 action, you may instead cast it as a bonus action. The spell must be of 3rd level or lower.

⚡ 1/day
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Ring of Rapid Escape
Ring · Requires attunement Uncommon

1/day: Use your reaction on taking damage to cast Misty Step — teleport up to 30 feet to an unoccupied space you can see.

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Ring of Fire Resistance
Ring · No attunement required Rare

While wearing this ring and while charges remain, you have resistance to fire damage. Expend a charge to activate the protection for 1 hour.

⚡ d4 charges
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Boots of Striding & Springing
Wondrous item (boots) · Requires attunement Uncommon

While wearing these boots, your walking speed becomes 30 feet unless your walking speed is higher, and your speed is not reduced by wearing heavy armour. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

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Prismatic Javelin
Weapon (javelin) · Requires attunement Rare

A dark crystal javelin with a prismatic head. After you throw it and it hits a target within 120 feet, the javelin disappears and reappears in your open hand.

Prismatic Burst (1/dawn): As an action, throw it at a point within 120 feet and speak its command word — it erupts in dazzling light in a 20-foot radius (dim light another 20 feet). Creatures within the bright light make a DC 15 Dexterity saving throw; roll a d6 for each to determine the beam colour and damage type:

  • 1. Red — Fire    2. Orange — Acid    3. Yellow — Lightning
  • 4. Green — Poison    5. Blue — Cold    6. Special — two beams (reroll, ignoring 6s)

Creatures that fail take 2d10 damage per beam; half on a success. Recharges at dawn.

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+1 Useful Knife
Weapon (dagger) · No attunement required Uncommon

A well-balanced magical dagger. +1 to attack and damage rolls. Additionally, this knife can be used as a set of thieves' tools — making Dexterity (Thieves' Tools) checks with proficiency while using it, and it can open mundane locks by touch as an action (DC 15).

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Light Crossbow
Weapon (crossbow, light) · No attunement required Common

Standard light crossbow. 1d8 piercing damage. Range 80/320 ft. Requires ammunition; loading property (one attack per action without Crossbow Expert). Two-handed.

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Mockingblade
Weapon (rapier) · Requires attunement (must be capable of casting Vicious Mockery) Uncommon

A +1 magical rapier with 4 charges (regains 1d3+1 at dawn). When you hit a creature with this weapon, use a bonus action to expend 1 charge to cast Vicious Mockery against that creature (use your spell save DC). Any words you speak to insult the creature appear written along the blade for 1 minute.

⚡ 4 charges · regains 1d3+1 at dawn
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Lute of the Sublime
Wondrous item (instrument) · Requires attunement (bard) Very Rare

Requires two hands and an unimpeded state (no conditions) to use. Grants +1 to Perform (lute) checks.

By expending a Bardic Inspiration die, use an action to play the lute and choose one effect:

  • Heal: Up to 4 chosen creatures within 30 feet regain hit points equal to the Inspiration die roll + your Charisma modifier. Prone conscious creatures may choose to stand.
  • Psychic Strike: One creature within 60 feet with Intelligence 5 or higher makes a Charisma saving throw or takes psychic damage equal to double the Inspiration die roll + Charisma modifier. On a failed save, attacks made against it before the start of your next turn provoke opportunity attacks.
  • Teleport: Teleport adjacent to an ally within 60 feet, or teleport a willing ally to a space adjacent to you.
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Arcane Goblet
Wondrous item · Requires attunement (bard, sorcerer, or wizard) Rare

A magical Mithril goblet studded with small sapphires. During a short rest, a spellcaster may expend hit dice to recover 1st and 2nd level spell slots on a 1 hit die to 1 spell level basis. They may spend a number of hit dice per day equal to their proficiency bonus.

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Horn of Silent Alarm
Wondrous item · No attunement required Common

When you use an action to blow this horn and expend a charge, creatures of your choice within 600 feet can hear it; to all others the horn is completely silent. Regains 1d3+1 charges at dawn each day.

⚡ 4 charges · regains 1d3+1 at dawn
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Lucky Charm (Almiraj Foot)
Wondrous item (consumable) · No attunement required Uncommon

The foot of an almiraj (a unicorn rabbit). As a reaction when you are about to suffer damage, activate the charm to gain 1d4 temporary hit points (these disappear at the start of your next turn if unused).

⚡ d6 charges
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Mongoose Wand
Wand · No attunement required Uncommon

A common wand issued to arcane casters in the Everloyal Army. When casting a spell against a serpent or yuan-ti, the caster gains +1 to spell attack rolls and/or the spell save DC is 1 higher.

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Moon Weave Ruby
Wondrous item · No attunement required Uncommon

A deep red ruby that shifts to violet in moonlight, threaded through with silver weave-lines. When you cast a spell that restores hit points, the ruby glows and the target of the spell regains 1 additional hit point per die rolled. Once the ruby has augmented 3 spells it goes dark until the next moonrise.

⚡ 3 uses · recharges at moonrise
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Onyx Dog
Wondrous item (figurine of wondrous power) · No attunement required Rare

If you use an action to speak the command word and throw this onyx figurine to a point on the ground within 60 feet, it becomes a mastiff for up to 6 hours. The mastiff uses the statistics of a mastiff but is considered magical; it understands your commands and has enhanced senses:

  • Darkvision 60 ft and keen smell (advantage on Perception checks using smell).
  • If you direct it to, the dog can track a scent trail up to 24 hours old with unerring accuracy.

Once it has been used, it can't be used again for 7 days.

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Rod of Agathys
Rod · No attunement required Uncommon

As an action, activate the rod to gain the effect of Armor of Agathys (3rd level): you gain 15 temporary hit points. While you have these temporary hit points, any creature that hits you with a melee attack takes 15 cold damage. The effect lasts 1 hour or until the temporary hit points are depleted.

The rod recharges at dawn.

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Staff of Healing
Staff · Requires attunement (cleric, druid, or paladin — DM may allow bard) Rare

This staff has 10 charges. While holding it, you can use an action to expend charges to cast spells using your spell save DC and spell attack modifier:

  • Cure Wounds (1 charge per spell level, up to 3rd level)
  • Lesser Restoration (2 charges)
  • Mass Cure Wounds (5 charges)

The staff regains 1d6+4 expended charges at dawn. If you expend the last charge, roll a d20; on a 1, the staff vanishes in a flash of light, lost forever.

⚡ 10 charges · regains 1d6+4 at dawn
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Wand of Wonder
Wand · Requires attunement Rare

This wand has 7 charges. While holding it, you can use an action to expend 1 charge and choose a target within 120 feet. Roll a d100 to determine what happens — effects range from casting Fireball or Lightning Bolt on the target, to creating a swarm of butterflies, to turning the target into a potted plant, to raining gems. The results are random and sometimes affect the caster.

The wand regains 1d6+1 charges at dawn. If the last charge is used, roll a d20; on a 1, the wand explodes in a burst of colour and is destroyed.

⚡ 7 charges · regains 1d6+1 at dawn
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Wand of Cure Wounds
Wand · No attunement required Uncommon

Expend a charge to cast Cure Wounds at 1st level — touch a creature to restore 1d8 + spellcasting modifier hit points.

⚡ d6 charges
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Wand of Hold Person
Wand · No attunement required Uncommon

Expend a charge to cast Hold Person (2nd level, concentration 1 minute): a humanoid within 60 feet must succeed on a DC 14 Wisdom saving throw or be paralysed for the duration. The target can repeat the save at the end of each of its turns.

⚡ d6 charges
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Wand of Thunderwave (3rd level)
Wand · No attunement required Uncommon

Expend a charge to cast Thunderwave at 3rd level: a wave of thunderous force sweeps out from you in a 15-foot cube. Creatures in range make a DC 14 Constitution saving throw: 3d8 thunder damage on failure and are pushed 10 feet away; half damage, not pushed, on success. Unsecured objects are automatically pushed. The thunderclap is audible 300 feet away.

⚡ d6 charges
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Wand of Cloud of Daggers
Wand · No attunement required Uncommon

Expend a charge to cast Cloud of Daggers (2nd level, concentration 1 minute): fill a 5-foot cube within 60 feet with spinning magical daggers. Any creature that enters or starts its turn in the area takes 4d4 slashing damage.

⚡ d8 charges
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Wand of Lightning Bolt
Wand · No attunement required Rare

Expend a charge to cast Lightning Bolt (3rd level): 8d6 lightning damage in a 100-foot-long, 5-foot-wide line. DC 15 Dexterity saving throw for half damage.

⚡ d4 charges
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Wand of Major Image
Wand · No attunement required Uncommon

Expend a charge to cast Major Image (3rd level, concentration 10 minutes): create an image of an object, creature, or other visible phenomenon no larger than a 20-foot cube, incorporating sight, sound, smell, and temperature. A creature that uses its action to examine the image can determine it is illusory with a successful DC 15 Intelligence (Investigation) check.

⚡ d4 charges
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Oil of Wealth
Oil (consumable) · No attunement required Uncommon

As an action, smear this oil on a slashing weapon. For 1 minute, the blade glows as a torch and grants +1 to attack and damage rolls. Blood spilled by the blade from eligible creatures (not undead, plants, fiends, fey, celestials, constructs, or elementals) turns to gold worth 1 gp per hit point of damage dealt.

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Potion of Climbing
Potion · No attunement required Common

You gain a climbing speed equal to your walking speed for 1 hour, and advantage on Strength (Athletics) checks made to climb.

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Potion of Flying
Potion · No attunement required Very Rare

You gain a flying speed of 60 feet and can hover for 1 hour. If the effect ends while you are aloft, you fall unless another means of staying airborne is available.

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Potion of Tongues
Potion · No attunement required Uncommon

For 1 hour after drinking this potion, you can understand any spoken language and speak any language you hear, as the Tongues spell.

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Potion of Mana
Potion · No attunement required Uncommon

Recover one expended 1st level spell slot. You may not benefit from more than one Mana Potion per short rest, or two per long rest.

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Potion of Healing
Potion · No attunement required Common

Regain 2d4 + 2 hit points.

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Potion of Greater Healing
Potion · No attunement required Uncommon

Regain 4d4 + 4 hit points.

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Potion of Regeneration
Potion · No attunement required Rare

Duration up to 10 minutes. If below maximum hit points at the start of your turn, recover 3 hit points. Roll a d6 each time — on a 1, the effect ends.

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Scroll of Invisibility
Scroll · No attunement required Uncommon

You or a creature you touch becomes invisible for 1 hour. The effect ends early if the invisible creature attacks or casts a spell.

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Scroll of Mirror Image
Scroll · No attunement required Uncommon

Three illusory duplicates of yourself appear in your space for 1 minute. Each time a creature targets you with an attack, roll a d20 to determine whether the attack targets you or a duplicate (see PHB for full resolution). Destroyed duplicates are gone for good.

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Scroll of Sleep
Scroll · No attunement required Common

Roll 5d8 — the total is how many hit points of creatures this spell can affect, starting with the creature with the lowest current hit points. Affected creatures fall unconscious for 1 minute or until they take damage or someone wakes them.

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Scroll of Faerie Fire
Scroll · No attunement required Common

A 20-foot cube within 60 feet. Each object and creature in the area is outlined in blue, green, or violet light (DC 13 Dexterity save to avoid). Affected creatures can't benefit from being invisible, and attack rolls against them have advantage. Concentration, 1 minute.

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Scroll of Heat Metal
Scroll · No attunement required Uncommon

Choose a manufactured metal object (armour or weapon) within 60 feet. It glows red-hot. Any creature in physical contact with it takes 2d8 fire damage at the start of each of your turns. If a creature is holding/wearing the item and takes this damage, it has disadvantage on attack rolls and ability checks until the start of your next turn. Concentration, 1 minute.

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Scroll of Knock
Scroll · No attunement required Uncommon

Choose an object within 60 feet that is locked, stuck, or barred — a door, box, chest, set of manacles, padlock, etc. A lock is opened, shackles are loosened, or barred doors and windows open. A loud knock audible from 300 feet away accompanies this effect.

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Scroll of Regeneration
Scroll · No attunement required Rare

A creature you touch regains 4d8 + 15 hit points. For the next minute, the target regains 1 hit point at the start of each of its turns. Lost body members (fingers, legs, tails, and so on) are restored after 2 minutes if the severed member still exists and is held to the stump.

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Scroll of Silent Image
Scroll · No attunement required Common

Create a visual illusion of an object, creature, or other visible phenomenon no larger than a 15-foot cube in a location within 60 feet. The illusion has no sound, smell, or other sensory components. Concentration, 10 minutes.

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Scroll of Scorching Ray & Shatter
Scroll (dual) · No attunement required Uncommon

Two spells on one scroll — choose one when activated:

  • Scorching Ray: Create three rays of fire — each ray +spellcasting modifier to hit; 2d6 fire on a hit within 120 feet.
  • Shatter: A 10-foot-radius sphere of thunderous sound. DC 13 Con save: 3d8 thunder damage on failure (half on success). Objects and crystalline creatures have disadvantage.
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Scroll of Fireball & Lightning Bolt
Scroll (dual) · No attunement required Uncommon

Two spells on one scroll — choose one when activated:

  • Fireball: A bright streak 150 feet to a 20-foot-radius sphere. DC 15 Dex save: 8d6 fire damage (half on success).
  • Lightning Bolt: A 100-foot-long, 5-foot-wide stroke. DC 15 Dex save: 8d6 lightning damage (half on success).