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- <?xml version="1.0"?>
- <Grammar xmlns:xsd="http://www.w3.org/2001/XMLSchema"
- xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance"
- xsi:type="TableGrammar">
- <name>Low-Level Magic Items (D&D 5E)</name>
- <author>Len Pellitier (converted by Lance Boudreaux)</author>
- <description>Creates a low-level magic item for use in D&D 5th edition</description>
- <url>http://www.lordbyng.net/inspiration/</url>
- <tags>
- <tag>D&D</tag>
- <tag>D&D 5e</tag>
- <tag>Treasure</tag>
- </tags>
- <parameters>
- <parameter name="properties" display="Number of Properties" type="List">
- <option display="One">1</option>
- <option display="Two">2</option>
- </parameter>
- </parameters>
- <supportsMaxLength>false</supportsMaxLength>
- <tables>
- <table name="Prefix" action="Random" column="Roll" delimiter="|"><![CDATA[
- Roll|Title |Description
- 001 |Acolyte\'s |The bearer gains a +1 bonus to Wisdom (Religion) checks.
- 002 |Adamantine |The item is indestructible.
- 003 |Adroit |The bearer gains a +1 bonus to Intelligence saving throws.
- 004 |Arctic |The bearer suffers no harm in temperature as cold as -20°F (-28°C).
- 005 |Inquisitor\'s |The bearer gains a +1 bonus to Intelligence (Investigation) checks.
- 006 |Amethyst |Grants psychic resistance to the bearer.
- 007 |Arcadian |Treat as a +1 weapon when attacking Demons and Devils.
- 008 |Arresting |Once per day, the bearer may use their reaction to gain advantage on one Dexterity (Acrobatics) roll
- 009 |Assassin\'s |The bearer may add their proficiency bonus to damage rolls dealt during surprise rounds.
- 010 |Barbarian\'s |The bearer gains a +1 bonus to Strength (Athletics) checks.
- 011 |Barbed |After an attack roll, the bearer may add 1d4 to the damage roll.
- 012 |Bard\'s |The bearer gains +1 to Charisma (Performance) checks.
- 013 |Binding |When you hit a creature with this weapon, it slows its speed by 5 feet until the end of its next turn.
- 014 |Blessed |Whenever the bearer of this item receives divine healing, they gain an additional 1d4 hit points.
- 015 |Bloodthirsty |The bearer of this weapon can expend a hit die to turn this weapon into a +1 weapon for 1d4 turns.
- 016 |Booming |The bearer may replace the damage type of this weapon with Thunder, and its damage roll gains +1 bonus.
- 017 |Burglar\'s |The bearer gains +1 to Dexterity (Sleight of Hand) checks.
- 018 |Capricious |Treat this as a +1 weapon if it is attuned to a Chaotic aligned character adn the attack roll ws an even number.
- 019 |Cardinal |The wielder can use an action to learn which way is north.
- 020 |Caustic |The bearer may replace the damage type of this weapon with Acid, and its damage roll gains a +1 bonus.
- 021 |Cleaving |The bearer may choose to do slashing damage with this weapon instead of its other damage types.
- 022 |Channeling |Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.
- 023 |Charged |The bearer may replace the damage type of this weapon with Lightning, and its damage roll gains a +1 bonus.
- 024 |Consecrated |Treat as a +1 weapon when attacking Undead.
- 025 |Cruel |The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
- 026 |Crushing |The bearer may choose to do Bludgeoning damage with this weapon instead of its other damage types.
- 027 |Dancer\'s |The bearer gains a +1 bonus to Dexterity (Acrobatics) checks.
- 028 |Dark |The bearer may replace the damage of this weapon with Necrotic, and its damage roll gains a +1 bonus.
- 029 |Defensive |Whenver the bearer tkes a Dodge action, they can move an additional 5 feet.
- 030 |Draining |When the bearer makes a successful attack, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
- 031 |Druid\'s |The bearer gains a +1 bonus to Intelligence (Nature) checks.
- 032 |Delver\'s |While undergroundd, the bearer of this item always knows the item\'s depth below the surface and the direction to the nearest staircase, ramp, or other path leadin upward.
- 033 |Dynamic |The bearer has +1 to Charisma saving throws.
- 034 |Effulgent |This Item can cast the <i>Light</i> cantrip on itself at will.
- 035 |Equanimous |This weapon has a +1 attack bonus during the day and a +1 damage bonus at night when attuned to neutral aligned characters.
- 036 |Favored |Once per day, the bearer may roll a saving throw with advantage.
- 037 |Waterborne |The item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
- 038 |Fair-Weather |Treat this as a +1 weapon if the bearer has more than half of their maximum hit points.
- 039 |False |The bearer gains a +1 bonus to Charisma (Deception) checks.
- 040 |Flanking |Treat as a +1 weapon if an ally is adjacent to the enemy the bearer is attacking.
- 041 |Forgotten |The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
- 042 |Frozen |The bearer may replace the damage type of this weapon with Cold and its damage gains a +1 bonus.
- 043 |Furious |Treat as a +1 weapon when the bearer is raging.
- 044 |Garnet |Grants fire resistance to the bearer.
- 045 |Glorious |The damage type of this weapon is changed to Radiant and its damage roll a gains +1 bonus.
- 046 |Grim |The bearer gains a +1 bonus to Charisma (Intimidation) checks if the target can see this weapon.
- 047 |Harmonious |Attuning this item takes only 1 minute.
- 048 |Heroic |The bearer has advantage on saving throws vs fear.
- 049 |Histrionic |The bearer gains +1 to Charisma (Performance) checks.
- 050 |Inspired |The bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
- 051 |Jagged |Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
- 052 |Holy |When a bearer of this item rolls hit dice, they can choose to re-roll them and must take the second result.
- 053 |Cerulean |Grants lightning resistance to the bearer.
- 054 |Loquacious |The bearer gains +1 to Charisma (Persuasion) checks.
- 055 |United |Whenever the bearer of this weapon takes a help action in combat, the aided ally may threat their weapon as a +1 weapon until the end of their next turn.
- 056 |Mage Killer\'s |Ignores the AC bonuses given by spells such as Mage Armor and Shield.
- 057 |Malachite |Grants poison resistance to the bearer.
- 058 |Maligning |The bearer does an additional 2(1d4) damage on opportunity attacks.
- 059 |Mind\'s Eye |The bearer may replace the damage type of this weapon with Psychic, and its damage roll gains a +1 bonus.
- 060 |Mindful |The bearer gains a +1 bonus to Wisdom saving throws.
- 061 |Nimble |The bearer gains a +1 bonus to Dexterity saving throws.
- 062 |Obsidian |Grants acid resistance to the bearer.
- 063 |Opal |Grants cold resistance to the bearer.
- 064 |Preacher\'s |The bearer may extend the range of their Channel Devinity by 5 feet.
- 065 |Pulsing |The bearer may replace the damage type of this weapon with Force and its damage roll gains a +1 bonus.
- 066 |Pernicious |The bearer may replace the damage type of this weapon with Poison and its damage roll gainsa +1 bonus.
- 067 |First |The bearer gains a +1 bonus to initiative rolls.
- 068 |Reaper\'s |The bearer has advantage on death saving throws.
- 069 |Renaissance |Once per day, the bearer may gain +1 to any skill check.
- 070 |Resonant |The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
- 071 |Righteous |Treat this as a +1 weapon during the day when attuned to a good aligned character.
- 072 |Runic |Whenever the bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
- 073 |Sacred |The bearer may increase their Lay on Hands hit point pool by 5.
- 074 |Sagacious |The bearer gains +1 to Wisdom (Insight) checks.
- 075 |Sage\'s |The bearer gains +1 bonus to Intelligence (History) checks.
- 076 |Sentinel |Faintly glows when creatures of a certain race (DMs choice) are within a 100 foot radius.
- 077 |Shading |The bearer suffers no harm in temperatures as high as 120°F (48°C).
- 078 |Shepherd\'s |The bearer gains a +1 bonus to Wisdom (Animal Handling) checks.
- 079 |Shifting |The bearer may change minor aspects of the physical appearance of this item.
- 080 |Silent |The bearer gains a +1 bonus to Dexterity (Stealth) checks.
- 081 |Smoldering |The bearer may replace the damage type of this weapon with Fire and its damage roll gains a +1 bonus.
- 082 |Solemn |The bearer may spend an action removing all failed death saving throws from a target within 5 feet of them. The target is not stabilized.
- 083 |Surgeon\'s |The bearer gains a +1 bonus to Wisdom (Medicine) checks.
- 084 |Tenacious |When the bearer takes a long rest, they gain back on additional hit die.
- 085 |Tracker\'s |The bearer gains a +1 bonus to Wisdom (Survival) checks
- 086 |Trenchant |The bearer may choose to do piercing damage with this weapon instead of its other damage types.
- 087 |Trusty |Treat this as a +1 weapon of the bearer has half their hit points or less.
- 088 |Turquoise |Grants thunder resistance to the bearer
- 089 |Unbroken |The bearer gains a +1 bonus to Constitution saving throws
- 090 |Victorious |Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR.
- 091 |Vigilant |The bearer gains +2 to their Passive Perception.
- 092 |Vigorous |The bearer gains +1 bonus to Strength saving throws.
- 093 |Vile |Treat this as a +1 weapon at night when attuned to an evil aligned character.
- 094 |Visionary |The weapon does an additional 1 elemental damage based on the color of the bearer\'s eyes: (amber: lightning, black: necrotic, blue: cold, brown: ice, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant).
- 095 |Vital |The bearer\'s maximum hit points increase by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the itme.
- 096 |Warlord\'s |The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.
- 097 |Withering |If hit with this weapon, the target makes a DC 13 constitution saving throw. If they fail, their Strength is reduced by 1.
- 098 |Wizard\'s |The bearer gains a +1 to Intelligence (Arcana) checks.
- 099 |Zen |Treat this as a +1 weapon for one minute after meditating with it for one minute.
- 100 |Zircon |Grants force resistance to the bearer.
- 101 |Evasive |Once per day, the bearer can disengage as a bonus action.
- 102 |Segacious |The bearer gains +1 to all spell attack rolls.
- 103 |Wakeful |The bearer requries half of the time normally required for a Short or Long rest.
- 104 |Restful |A long rest reduces the bearer\'s exhaustion by 2.
- ]]></table>
- <table name="Suffix" action="Random" column="Roll" delimiter="|"><![CDATA[
- Roll|Title |Description
- 001 |of the Acolyte |The bearer gains a +1 bonus to Wisdom (Religion) checks.
- 002 |of Adamantine |The item is indestructible.
- 003 |of Intellect |The bearer gains a +1 bonus to Intelligence saving throws.
- 004 |of the North |The bearer suffers no harm in temperature as cold as -20°F (-28°C).
- 005 |of the Inquisitor |The bearer gains a +1 bonus to Intelligence (Investigation) checks.
- 006 |of Amethyst |Grants psychic resistance to the bearer.
- 007 |of Arcadia |Treat as a +1 weapon when attacking Demons and Devils.
- 008 |of Safety |Once per day, the bearer may use their reaction to gain advantage on one Dexterity (Acrobatics) roll
- 009 |of the Assassin |The bearer may add their proficiency bonus to damage rolls dealt during surprise rounds.
- 010 |of the Barbarian |The bearer gains a +1 bonus to Strength (Athletics) checks.
- 011 |of Barbs |After an attack roll, the bearer may add 1d4 to the damage roll.
- 012 |of the Bard |The bearer gains +1 to Charisma (Performance) checks.
- 013 |of Binding |When you hit a creature with this weapon, it slows its speed by 5 feet until the end of its next turn.
- 014 |of Blessings |Whenever the bearer of this item receives divine healing, they gain an additional 1d4 hit points.
- 015 |of Bloodthirst |The bearer of this weapon can expend a hit die to turn this weapon into a +1 weapon for 1d4 turns.
- 016 |of Thunder |The bearer may replace the damage type of this weapon with Thunder, and its damage roll gains +1 bonus.
- 017 |of the Burglar |The bearer gains +1 to Dexterity (Sleight of Hand) checks.
- 018 |of Chance |Treat this as a +1 weapon if it is attuned to a Chaotic aligned character adn the attack roll ws an even number.
- 019 |of Direction |The wielder can use an action to learn which way is north.
- 020 |of Corrosion |The bearer may replace the damage type of this weapon with Acid, and its damage roll gains a +1 bonus.
- 021 |of Cleaving |The bearer may choose to do slashing damage with this weapon instead of its other damage types.
- 022 |of Channeling |Once per day, the bearer may ignore the Verbal and/or Somatic components of a spell they are casting.
- 023 |of Lightning |The bearer may replace the damage type of this weapon with Lightning, and its damage roll gains a +1 bonus.
- 024 |of Consecration |Treat as a +1 weapon when attacking Undead.
- 025 |of Cruelty |The bearer may re-roll damage from critical hits scored with this weapon and take the second result.
- 026 |of the Brute |The bearer may choose to do Bludgeoning damage with this weapon instead of its other damage types.
- 027 |of the Dancer |The bearer gains a +1 bonus to Dexterity (Acrobatics) checks.
- 028 |of Darkness |The bearer may replace the damage of this weapon with Necrotic, and its damage roll gains a +1 bonus.
- 029 |of Defense |Whenver the bearer tkes a Dodge action, they can move an additional 5 feet.
- 030 |of Draining |When the bearer makes a successful attack, they gain 10% of the damage as temporary hit points (round down, minimum of 1).
- 031 |of the Druid |The bearer gains a +1 bonus to Intelligence (Nature) checks.
- 032 |of the Delver |While undergroundd, the bearer of this item always knows the item\'s depth below the surface and the direction to the nearest staircase, ramp, or other path leadin upward.
- 033 |of the Dynamo |The bearer has +1 to Charisma saving throws.
- 034 |of Light |This Item can cast the <i>Light</i> cantrip on itself at will.
- 035 |of Balance |This weapon has a +1 attack bonus during the day and a +1 damage bonus at night when attuned to neutral aligned characters.
- 036 |of the Favored |Once per day, the bearer may roll a saving throw with advantage.
- 037 |of the Sea |The item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
- 038 |of Fair-Weather |Treat this as a +1 weapon if the bearer has more than half of their maximum hit points.
- 039 |of Falsehoods |The bearer gains a +1 bonus to Charisma (Deception) checks.
- 040 |of Flanking |Treat as a +1 weapon if an ally is adjacent to the enemy the bearer is attacking.
- 041 |of the Forgotten |The bearer may spend an action to attempt to ignite the old magic in this weapon with a DC 13 Charisma check. If successful, treat the weapon as a +1 weapon as long as the bearer maintains concentration on this effect, maximum 10 minutes.
- 042 |of Ice |The bearer may replace the damage type of this weapon with Cold and its damage gains a +1 bonus.
- 043 |of Fury |Treat as a +1 weapon when the bearer is raging.
- 044 |of Garnet |Grants fire resistance to the bearer.
- 045 |of Glory |The damage type of this weapon is changed to Radiant and its damage roll a gains +1 bonus.
- 046 |of Coercion |The bearer gains a +1 bonus to Charisma (Intimidation) checks if the target can see this weapon.
- 047 |of Harmony |Attuning this item takes only 1 minute.
- 048 |of Heroes |The bearer has advantage on saving throws vs fear.
- 049 |of Histrionics |The bearer gains +1 to Charisma (Performance) checks.
- 050 |of Inspiration |The bearer regains their Constitution modifier in temporary hit points whenever they gain or use inspiration.
- 051 |of Teeth |Once hit by this weapon, the victim cannot regain hit points until the beginning of their next turn.
- 052 |of Faith |When a bearer of this item rolls hit dice, they can choose to re-roll them and must take the second result.
- 053 |of Storms |Grants lightning resistance to the bearer.
- 054 |of the Silver Tongue |The bearer gains +1 to Charisma (Persuasion) checks.
- 055 |of Unity |Whenever the bearer of this weapon takes a help action in combat, the aided ally may threat their weapon as a +1 weapon until the end of their next turn.
- 056 |of the Mage Killer |Ignores the AC bonuses given by spells such as Mage Armor and Shield.
- 057 |of Malachite |Grants poison resistance to the bearer.
- 058 |of Maligning |The bearer does an additional 2(1d4) damage on opportunity attacks.
- 059 |of the Mind\'s Eye |The bearer may replace the damage type of this weapon with Psychic, and its damage roll gains a +1 bonus.
- 060 |of Mindfulness |The bearer gains a +1 bonus to Wisdom saving throws.
- 061 |of Agility |The bearer gains a +1 bonus to Dexterity saving throws.
- 062 |of Obsidian |Grants acid resistance to the bearer.
- 063 |of Opal |Grants cold resistance to the bearer.
- 064 |of the Preacher |The bearer may extend the range of their Channel Devinity by 5 feet.
- 065 |of Repulsion |The bearer may replace the damage type of this weapon with Force and its damage roll gains a +1 bonus.
- 066 |of the Snake |The bearer may replace the damage type of this weapon with Poison and its damage roll gainsa +1 bonus.
- 067 |of Speed |The bearer gains a +1 bonus to initiative rolls.
- 068 |of the Reaper |The bearer has advantage on death saving throws.
- 069 |of the Renaissance |Once per day, the bearer may gain +1 to any skill check.
- 070 |of Resonance |The bearer can spend an action and 1 ki point to treat this as a +1 weapon for 1 minute.
- 071 |of Righteousness |Treat this as a +1 weapon during the day when attuned to a good aligned character.
- 072 |of Runes |Whenever the bearer casts a spell, treat this weapon as a +1 weapon until the beginning of their next turn.
- 073 |of the Sacred |The bearer may increase their Lay on Hands hit point pool by 5.
- 074 |of Acumen |The bearer gains +1 to Wisdom (Insight) checks.
- 075 |of the Sage |The bearer gains +1 bonus to Intelligence (History) checks.
- 076 |of the Sentinel |Faintly glows when creatures of a certain race (DMs choice) are within a 100 foot radius.
- 077 |of the Shade |The bearer suffers no harm in temperatures as high as 120°F (48°C).
- 078 |of the Shepherd |The bearer gains a +1 bonus to Wisdom (Animal Handling) checks.
- 079 |of Shifting |The bearer may change minor aspects of the physical appearance of this item.
- 080 |of the Night |The bearer gains a +1 bonus to Dexterity (Stealth) checks.
- 081 |of Flame |The bearer may replace the damage type of this weapon with Fire and its damage roll gains a +1 bonus.
- 082 |of Solemnity |The bearer may spend an action removing all failed death saving throws from a target within 5 feet of them. The target is not stabilized.
- 083 |of the Surgeon |The bearer gains a +1 bonus to Wisdom (Medicine) checks.
- 084 |of the Tenacious |When the bearer takes a long rest, they gain back on additional hit die.
- 085 |of the Tracker |The bearer gains a +1 bonus to Wisdom (Survival) checks
- 086 |of Stabbing |The bearer may choose to do piercing damage with this weapon instead of its other damage types.
- 087 |of Resurgence |Treat this as a +1 weapon of the bearer has half their hit points or less.
- 088 |of Turquoise |Grants thunder resistance to the bearer
- 089 |of Heart |The bearer gains a +1 bonus to Constitution saving throws
- 090 |of Victory |Whenever the bearer kills a creature with this weapon, they gain temporary hit points equal to the creature's CR.
- 091 |of Vigilance |The bearer gains +2 to their Passive Perception.
- 092 |of Vigorous |The bearer gains +1 bonus to Strength saving throws.
- 093 |of Villains |Treat this as a +1 weapon at night when attuned to an evil aligned character.
- 094 |of the Visionary |The weapon does an additional 1 elemental damage based on the color of the bearer\'s eyes: (amber: lightning, black: necrotic, blue: cold, brown: ice, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant).
- 095 |of Vitality |The bearer\'s maximum hit points increase by their constitution modifier while attuned to this item. These hit points are lost when the bearer unattunes the itme.
- 096 |of the Warlord |The bearer can use an action to amplify their voice so that it clearly carries for up to 300 feet.
- 097 |of Withering |If hit with this weapon, the target makes a DC 13 constitution saving throw. If they fail, their Strength is reduced by 1.
- 098 |of the Wizard |The bearer gains a +1 to Intelligence (Arcana) checks.
- 099 |of Zen |Treat this as a +1 weapon for one minute after meditating with it for one minute.
- 100 |of Zircon |Grants force resistance to the bearer.
- 101 |of Evasion |Once per day, the bearer can disengage as a bonus action.
- 102 |of Segaciousness |The bearer gains +1 to all spell attack rolls.
- 103 |of the Wakeful |The bearer requries half of the time normally required for a Short or Long rest.
- 104 |of the Restful |A long rest reduces the bearer\'s exhaustion by 2.
- ]]></table>
- <table name="Item" action="Random" column="Roll" delimiter="|"><![CDATA[
- Roll|Name |Description
- 01 |Club |1d4 bludgeoning; Light
- 02 |Dagger |1d4 piercing; Finesses, light, thrown (range 20/60)
- 03 |Greatclub |1d8 bludgeoning; Two-handed
- 04 |Handaxe |1d6 slashing; Light, thrown (range 20/60)
- 05 |Javelin |1d6 piercing; Thrown (range 30/120)
- 06 |Light Hammer |1d4 bludgeoning; Light, thrown (range 20/60)
- 07 |Mace |1d6 bludgeoning
- 08 |Quarterstaff |1d6 bludgeoning; Versatile (1d8)
- 09 |Sickle |1d4 slashing; Light
- 10 |Spear |1d6 piercing; Thrown (range 20/60), versatile (1d8)
- 11 |Light Crossbow |1d8 piercing; Ammunition (range 80/320), loading, two-handed
- 12 |Dart |1d4 piercing; Finesse, thrown (range 20/60)
- 13 |Shortbow |1d6 piercing; Ammunition (range 80/320), two-handed
- 14 |Sling |1d4 bludgeoning; Ammunition (range 30/120)
- 15 |Battleaxe |1d8 slashing; Versatile (1d10)
- 16 |Flail |1d8 bludgeoning
- 17 |Glaive |1d10 slashing; Heavy, reach, two-handeds
- 18 |Greataxe |1d12 slashing; Heavy, two-handed
- 19 |Greatsword |2d6 slashing; Heavy, two-handed
- 20 |Halberd |1d10 slashing; Heavy, reach, two-handed
- 21 |Lance |1d12 piercing; Reach, special
- 22 |Longsword |1d8 slashing; Versatile (1d10)
- 23 |Maul |2d6 bludgeoning; Heavy, two-handed
- 24 |Morningstar |1d8 piercing
- 25 |Pike |1d10 piercing; Heavy, reach, two-handed
- 26 |Rapier |1d8 piercing; Finesses
- 27 |Scimitar |1d6 slashing; Finesse, light
- 28 |Shortsword |1d6 piercing; Finesse, light
- 29 |Trident |1d6 piercing; Thrown (range 20/60), versatile (1d8)
- 30 |War Pick |1d8 piercing
- 31 |Warhammer |1d8 bludgeoning; Versatile (1d10)
- 32 |Whip |1d4 slashing; Finesse, reach
- 33 |Blowgun |1 piercing; Ammunition (range 25/100), loading
- 34 |Hand Crossbow |1d6 piercing; Ammunition (range 30/120), light, loading
- 35 |Heavy Crossbow |1d10 piercing; Ammunition (range 100/400), heavy, loading, two-handed
- 36 |Longbow |1d8 piercing; Ammunition (range 150/600), heavy, two-handed
- 37 |Net |Special, thrown (range 5/15)
- 38 |Amulet |
- 39 |Ring |
- 40 |Necklace |
- 41 |Bracelet |
- 42 |Wand |
- 43 |Rod |
- 44 |Staff |
- 45 |Gauntlets |
- 46 |Helmet |
- 47 |Shield |
- 48 |Bracers |
- 49 |Armor |
- 50 |Coin |
- 51 |Boots |
- 52 |Crown |
- 53 |Stone |
- 54 |Gloves |
- 55 |Brooch |
- ]]></table>
- </tables>
- <output><![CDATA[
- <b>[=if([properties]=1,'','[Prefix.Title] ')][Item.Name] [Suffix.Title]</b><br />
- <ul>
- <li>[Item.Description][=if('[Item.Description]'='','','; ')]Requires Atunement</li>
- [=if([properties]=1,'','<li>[Prefix.Description]</li>')]
- <li>[Suffix.Description]</li>
- </ul>
- ]]>
- </output>
- </Grammar>
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