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GameMaster
GameMaster
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Posts : 117
Join date : 2021-12-31
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Inventory List Empty Inventory List

Sun Jan 09, 2022 2:26 pm


200 Gold

Jar of Bees: A literal jar of bees. You could probably throw it at enemies or through a window and create a distraction. Or you could drop it like a dumb-dumb and get stung a bunch.

Lantern of Revealing: While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

Mockingbird Gum: A pack of green and blue speckled minty sticks of chewing gum that allows anyone chewing it to emulate another person’s voice for one hour. Contains 5 sticks of gum.

Ring of Pointing: Copper ring with an inlaid ruby that shoots a laser out. It can be used as a distraction or to highlight salient information during business presentations.


Tankard of Potent Drink: Makes alcoholic drinks more potent; but, if you drink water from it, you immediately become sober.

250 Gold

Iron Bands of Bilarro: This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn.

Kender Spoon of Turning: Once rumored to be owned by Uncle Tasslehoff, this spoon can turn undead. Once per short rest, as an action, you can present this spoon and speak a prayer censuring the Undead. Each Undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions. For its action, it can use only the Dash action or try to Escape from an Effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

350 Gold

Decanter of Endless Water: This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: “Stream” produces 1 gallon of water. “Fountain” produces 5 gallons of water. “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Extreme Teen Bible: A +1 Holy Symbol. The cover features a rad skateboarder. Allows the user to more easily spread the good word of your deity to teens.

Glasses of Farsightedness: +1 to ranged attacks, -1 to melee attacks. Requires an action to don or to remove.

400 Gold

No-Sodium Salt Shaker: This might look like a simple salt shaker, but the contents have been bewitched to turn a bright shade of pink if sprinkled over food or drink that contains poison. Also makes food taste good, as it’s a delicious spice.

Ring of Frost: A blue, steel ring that is cool to the touch. When the wearer is holding a beverage in the same hand as the ring, the beverage becomes cold and frosty. This ring also confers upon the wearer resistance to frost damage. The main benefit is the cold drinks though.

Ring of Spell Storing: 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.

500 Gold

Scuttlebuddy: A mechanical beetle you can use as a spy. An earpiece included to listen in from up to a hundred feet away. Cannot collect items or interact with environment. It’s very fragile; it can be broken easily if discovered and breaks after four total uses.


650 Gold

Belt of Dwarvenkind: While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20; You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you’re capable of growing one, or a visibly thicker beard if you already have one. If you aren’t a dwarf, you gain the following additional benefits while wearing the belt: you have advantage on saving throws against poison, and you have resistance against poison damage; you have darkvision out to a range of 60 feet; and you can speak, read, and write Dwarvish.

Cloak of Elvenkind: While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.


750 Gold

Awareness Frames: A pair of thick-framed glasses that grants the wearer a +2 bonus to Perception and Awareness checks. As an action, the wearer can confer disadvantage on dexterity and strength saving throws on another creature by placing the glasses on their face.

Bags of Transferrence: A pair of burlap bags. These two bags are always found as a pair. They each have a capacity equal to a pouch. Items inside cannot be located by magic, though the bags themselves can be. As a bonus action, a creature that knows the bag's command words can speak them, causing each bag's contents to switch to the other. There is no range limit to this feature, though both bags must be on the same plane of existence.

Lens of Straight Creepin’: Once per day allows you to see the footprints, tracks, or markings of anything that moved through the observed area recently.

800 Gold

Anti-Gravity Sphere: A small fist-sized glass ball filled with a silvery smoke. When the sphere is destroyed, it disables the effect of gravity on everything in a 30ft radius.

Phone-a-Friend Scrying Bones: Once per day, can be used to ask a yes, no, or maybe question to the fates (DM). There are three bones carved into people with happy faces and sad faces. All happy faces means yes, all sad faces mean no, anything in between means maybe. The DM can respond or choose not to answer.

Ring of the Grammarian: Once per day, you can alter one letter in a spell title and cast it with the new title and therefore new effect,


900 Gold

Diadem of Fabulous Truthiness: Once per long rest, you can channel your terminal fabulously into this simple circlet and cast a free “Zone of Truth”, limited to a single target rather than a radius. Confound your enemies, emasculate your friends, and free up your cleric’s spell slots so he can do some actual healing.

Nitpicker: Resembles a miniature garden gnome that carries lock picking tools in his hands. When not in use, looks like a 4" inch tall statue. Twice daily, can be placed in front of a locked object to unlock it (functions as the spell “Knock”). At this point, the statue comes to life in order to pick the lock. After the lock is picked (or if he is unable to open it), it reverts back to an inanimate statue. While picking the lock, the Nit Picker critiques any or all members of the party on their recent performance in the campaign. Nothing escapes the critical eye of the Nit Picker, no matter how small the perceived offence.

Throwing Shield: Confers the same AC bonus as a regular shield, and can be used as a thrown weapon. Can travel IN A STRAIGHT LINE up to 30 feet, and deals 1d8+STR Damage. IT DOESN’T COME BACK TO YOU AFTERWARDS. AND DON’T TRY TO RICOCHET THIS SHIT.

Very Cross Bow: An ill-conceived and short-lived partnership between Elven bowyers and Dwarven engineers resulted in a crossbow that should have just remained a dumb idea. The Very-cross bow combines together the beauty of Elven woodwork, the prowess of Dwarven design, and the burning hatred these two races felt about being forced to work together. The Very-Cross Bow acts as a normal crossbow, doing 1d8+1 damage per bolt. As part of an attack action, the user may attempt tap into the seething hatred imbued in the Very-Cross Bow by insulting the Very-Cross bow (making a Charisma/Intimidation check DC 12.) If successful in insulting the bow, the Very-Cross Bow burns with rage and shoots a flaming bolt doing 1d6 +4 additional fire damage. If the check fails, the Very-Cross bow sullenly refuses to work for the remainder of the current fight.

1,000 Gold

Haunted Doll: This doll is very creepy. If its owner ever fails a third death save, the doll will take the hit instead, and will die in place of its owner.

1,100 Gold

Grappling Hook: Once a day, you can shoot a grappling hook across a gap, up wall, or use it to help traverse other obstacles.

1,200 Gold

Astral Shell: A conch shell that allows you to interrogate the souls of the recently dead.

Champion’s Belt: This ornate belt is given to someone who has bested all opponents in a test of strength. Once per day the wearer may substitute their Strength score for their Wisdom or Charisma when making a stat check.

1,250 Gold

Glamoured Studded Leather: While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Physician's Pendant: A white pendant, with a red cross on the face. After casting a spell that restores a creature's hit points, the wearer can roll 1d4. If they roll a 4, the spell does not cost a spell slot, and heals for one extra die of hit points.

Port Wand of Duality: This sleek white wand features two small symbols on each point, one orange, one blue. Once per day, this wand can create up to two foot wide and four foot tall linked portals on any smooth featureless nonmagical or nonliving surface, of orange and blue colors respectively. One can see through these portals to the other side, and can pass from one to the other.  These portals cannot intersect, and will dispell if within 5 feet of eachother, or disrupted in any way. If the surface that these portals are on move, the portals dispell.


1,500 Gold

Dwarven Thrower: You gain a +3 bonus to attack and damage rolls made with this magic warhammer. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Oathbow: When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Railsplitter: This luberjack's axe has intricate carvings of what looks like plaid all along its neck, and allows the user to instantly fell any tree, once per day. Otherwise behaves like any standard +1 battleaxe.

Sword of the Steel Fist: This is a normal looking longsword made of gorgeous, shining, steel. The only other distinguishing characteristic is an odd gemstone in the crossguard. It is clearly not metal. It's a gemstone, but it is the same color as the unusually flawless stell as the rest of the sword. This sword was crafted by an order of druids near the Sword Coast called The Clenched Fist. The sword has three charges. Expend a charge to cause your fist to clench the sword and meld to steel attached to the hilt. Gain +1 to attack rolls and +1d6 to damage rolls for two minutes, but your hand stays melded steel to the hilt for two hours. You can expend another charge before your hand returns to normal, but two hours will be added to the bslance of time remaining. Charges refresh during long rest.


2,000 Gold

Gloves of Thievery: These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Sun Blade: This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

3,500 Gold

Assassin’s Brooch: Grants advantage on attack rolls vs any creature who hasn’t taken a turn in the combat yet

4,000 Gold

Aderol Specs: These glasses increase your concentration, making you more alert. While wearing them, gain +5 to initiative. You can’t be surprised while you are conscious. Other creatures don’t gain advantage on attack rolls against you as a result of being hidden from you.

5,250 Gold

Featherweight Armor: This platemail armor is made of a special alloy developed by Ipswich Ingenuities. It is far lighter than normal plate mail, and also a little bit stronger. It counts as heavy armor, but doesn’t give its wearer disadvantage to spell checks. AC 19 armor.


600,000 Gold

Flaming Poisoning Raging Sword of Doom: A sword with a gigantic blade, wreathed in flames and with a crooked, oozing scorpion’s stinger affixed to its point. Deals an extra 20 Melee Damage.


Last edited by GameMaster on Tue Jan 18, 2022 5:11 pm; edited 2 times in total
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