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  1.  {
  2.      "Gauntlets of Transfusion": {
  3.          "title": " ",
  4.          "desc": " ",
  5.          "fields": ["Gauntlet of Transfusion| *Wondrous Item, Rare T1 300GP*\n", "Description|This bronze gauntlet has a small circular glass window at the back of the hand. The leather underside has hundreds of small needles.You can use an action to open the small window and pour the contents of a potion within, storing it in the gauntlet.\nAs a bonus action, you can speak the gauntlet’s command word to use the effect of the stored potion on a target within 5 feet of you. The contents are consumed in the process."]
  6.      },
  7.      "Rings of Arbitration": {
  8.          "title": "Rings of Arbitration ",
  9.          "desc": "Wondrous  Item, rare (requires attunement)\nT2 1500GP *\nThe Ring of Arbitration is a golden ring set with a heart-shaped ruby. When a Ring of Arbitration is created, it is permanently paired with a matching ring. For the effects of the ring to work, someone else must be wearing the matched ring.\n\nWhile each of you are attuned to and wearing the rings, and on the same plane within 100 feet of each other , the following effects are all true.\n\nWhile wearing this ring and attuned to it, if the paired ring is also attuned to a creature you have resistance to all damage.\nWhen you take damage, the creature attuned to the paired ring takes damage equal in type and amount as you took.\nIf you would take damage as a result of the other wearer taking damage, you cannot reduce that damage in any way.\nWhile either of you has more than 0 hit points, falling to 0 hit points does not cause you to fall unconscious, however you do make death saving throws at the end of your turn.\nIf you succeed in 3 saving throws in this manner, you fall unconscious but stabilized and if you fail 3 saving throws, you die.\nIf either of you would receive healing from magic or a potion, both of you receive half the number of hit points, up to your maximum number of hit points. Half hit points cannot be shared and must go to one or the other of you, as decided by your dungeon master.\nIf the wearer of either ring dies, the ruby in the other turns black.\nWhile in darkness, either magical or non-magical, you can see your partner as a softly glowing outline.\n\nTHIS ITEM IS CURSED\n\nWhen two creatures attune to the paired rings they cannot be removed until one or both of the creatures die, at which point the curse ends until two creatures are again attuned to the paired rings.",
  10.          "fields": [""]
  11.      },
  12. "Gauntlet of the Courageous": {
  13.          "title": " ",
  14.          "desc": " ",
  15.          "fields": ["Gauntlets of the courageous|Wondrous item, uncommon (requires attunement by a paladin)\nT1, 500GP", "Description|\nWhile wearing these gauntlets, you have advantage on saving throws against being frightened. Additionally, your Lay on Hands hit point pool increases by 5 points. "]
  16.      },
  17.      "Howell's Traveling Cabin": {
  18.          "title": " ",
  19.          "desc": " ",
  20.          "fields": ["Howell's Traveling Cabin|Wondrous Item, Rare T2 1700GP\n", "Description|This model cabin can be placed on the ground and activated by uttering the command word. If there is room it immediately grows 20 by 20 feet, to a wooden full size single roomed cabin, with furnishings and enough food and drink to serve up to 6 people a three course meal. You may shrink the cabin back down to a model by uttering the command word again as an action. When you do so, any creatures and objects not originally from within  the cabin are expelled to any unoccupied squares around the model. Once you have grown the cabin, it cannot be used until ten days have passed."]
  21.      },
  22. "Diatryma Feather": {
  23.          "title": " ",
  24.          "desc": " ",
  25.          "fields": ["Diatryma Feather|Wondrous Item, Rare, T1 400gp\n", "Description|You may use an action to blow on this feather sending a large cloud of feathers to a location within 30 feet of you. At the target location an Axe Beak appears, hostile to anything it sees. It spends its movement and action attacking the nearest creature to it. The Axe Beak lasts until it is killed, or one minute has passed, after which it vanishes. Once you have used this item, it can no longer be used until the next Dawn.."]
  26.      },
  27. "Charm Weapon": {
  28.          "title": " ",
  29.          "desc": " ",
  30.          "fields": ["Charm Weapon|Weapon(Any), uncommon T1 600GP+Weapon cost\n", "Description|This bejeweled charm in the shape of a weapon can be fashionably worn as jewelry. While holding the charm you may speak the command word to grow the charm to a full size version of the weapon. While holding the charm you may  use a bonus action to return the weapons to normal size. While they are jewelry they detect as non-magical to  the  Detect Magic spell. "]
  31.      },
  32. "Weapon of Recall": {
  33.          "title": " ",
  34.          "desc": " ",
  35.          "fields": ["Weapon of Recall|Weapon(Any weapon with the Thrown  property), Uncommon,  Requires Attunement T1 600GP\n", "Description|Each time you throw the weapon while making a ranged weapon attack, it flies back to your hand after the Attack. If you don't have a hand free, the weapon lands at your feet. "]
  36.      },
  37. "Ghost Grip Gloves": {
  38.          "title": " ",
  39.          "desc": " ",
  40.          "fields": ["Ghost Grip Gauntlets|Wondrous, Rare(Requires attunement) T1 500 GP\nWhile you are attuned to and wearing this item, you ignore a creature's immunity to the grappled and restrained conditions while attempting or maintaining a grapple on the creature."]
  41.      },
  42. "Akrisae's War Mace": {
  43.          "title": " ",
  44.          "desc": " ",
  45.          "fields": ["Akrisae's War Mace|Weapon(Mace), Rare (Requires attunement by Cleric or Paladin) T2 1600GP\nThis weapon has a +1 bonus to attack and damage rolls\nOnce per day while you are attuned to this weapon, when you hit a creature with a melee weapon attack made using this weapon you can charge it with radiant energy. The next time you roll radiant damage for a spell, you can instead deal maximum damage instead of rolling."]
  46.      },
  47. "Shortsword of the Twins": {
  48.          "title": " ",
  49.          "desc": " ",
  50.          "fields": ["Shortsword of the Twins|Weapon (Shortsword), Very Rare (Requires Attunement) T2 1600GP\nYou have a +1 bonus to attack and damage rolls made using this weapon, which deals cold damage instead of piercing damage. While holding the Shortsword of the Twins, you can use a bonus action to create a shortsword in an empty hand, which lasts as long as you hold this weapon. The created shortsword is made of fire, it disappears when you let go of it, it has a +1 bonus to attack and damage rolls, it deals fire damage instead piercing damage, it sheds bright light in a 10-foot radius, and dim light for an additional 10 feet. "]
  51.      },
  52. "Replenishing Aquarium Ball": {
  53.          "title": " ",
  54.          "desc": " ",
  55.          "fields": ["Replenishing Aquarium Ball|Wondrous item (uncommon) T1, 200gp\nThis clear, 1-inch-thick glass orb is the size of a large melon and hangs from a thick chain. It weighs 20lbs. It can hold up to 2 gallons of freshwater or saltwater, allowing it to house aquatic creatures such as fish or frogs. The cap near the top of the ball can be unscrewed for access. One tiny creature can fit comfortably into an aquarium ball. The ball continually refreshes itself with clean water and fresh food each dawn enough to feed any creature inhabiting it. It has been magically enhanced so that the glass is as hard as stone (AC 15, 15 HP) without increasing its weight. "]
  56.      },
  57. "Dawnstar": {
  58.          "title": " ",
  59.          "desc": " ",
  60.          "fields": ["Dawnstar|Weapon (Morningstar), Uncommon (Requires attunement by a Paladin) T3 1300GP\nYou gain a +1 bonus to attack and damage rolls made with this magic weapon.\nWhenever you expend a spell slot to use your Divine Smite feature, when you roll a 1 or 2 on a damage die from Divine Smite, you may reroll the die and must use the new result."]
  61.      },
  62. "Linza's Disgraced Cuirass": {
  63.          "title": " ",
  64.          "desc": " ",
  65.          "fields": ["Linza's Disgraced Cuirass|Armor(Breastplate), T2 1000\nThis armour has 5 charges. If you are hit by a melee attack, you can choose to expend 1 charge and deal 5 slashing damage to the attacker. The armor regains 1d4+1 charges at dawn."]
  66.      },
  67. "Linza's Shattered Shield": {
  68.          "title": " ",
  69.          "desc": " ",
  70.          "fields": ["Linza's Shattered Shield|Armor(Shield), T2 1000\nThis shield has 5 charges. When you are hit by a melee attack, you can use your reaction and expend 1 charge to reduce the damage of that attack by 1d10. The shield regains 1d4+1 charges at dawn. "]
  71.      },
  72. "Gambler's Shells": {
  73.          "title": " ",
  74.          "desc": " ",
  75.          "fields": ["Gambler's Shells|Wondrous Item common T1 200GP\nThese 3 coral pink shells each are carved with an eye on the outer side. Tapping the magical sigil allows the user to magically teleport a tiny object that fits within one shell to another within 20 feet. Someone proficient in arcana or any gambling game can understand the magic going on with a successful arcana (intelligence) or intelligence+proficiency (gambling game) check against the users sleight of hand check."]
  76.      },
  77. "Dragon Binding Net": {
  78.          "title": " ",
  79.          "desc": " ",
  80.          "fields": ["Dragon Binding Net|Weapon(Net), Uncommon T1, 300 GP\nA net with interwoven but loose ties, when thrown, it expands to fully engulf even the largest creatures. This net ignores a creature's size. "]
  81.      },
  82. "Sun Lantern": {
  83.          "title": " ",
  84.          "desc": " ",
  85.          "fields": ["Sun Lantern|Lantern (Bullseye), rare (Requires attunement) T3, 6200gp\nThis lantern has 5 charges and regains 1 charge per hour spent in direct sunlight. As a bonus action, you may speak the command word to light the lantern. The lantern remains lit for 6 hours, or until the command word is spoken again. Light cast by the lantern is magical. Additionally you can expend one charge as bonus action to make  the lantern emit sunlight for one minute. "]
  86.      },
  87. "Shadow Mist Boots": {
  88.          "title": " ",
  89.          "desc": " ",
  90.          "fields": ["Shadow Mist Boots|Wondrous item, Rare (Requires attunement) T2 Combat, 5000 gp\nThe Shadow Mist Boots have five charges. \nWhile wearing these boots, if you are within an area of dim light or darkness you can expend a charge to cast Misty Step. The boots regain 1d4+1 expended charges daily at midnight."]
  91.      },
  92. "Cracker": {
  93.          "title": " ",
  94.          "desc": " ",
  95.          "fields": ["Cracker|Weapon(Flail), Rare(Requires attunement) T3, 1600GP\nYou have a +1 bonus to attack and damage rolls made with this weapon.This flail is made of a Glassteel ball with spikes, connected by a chain of the same metal to a solid adamantine handle. The spikes ooze the ichor of a rust monster.\n This weapon reduces the AC of non-magical metal objects and armour on hit by 1. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed.\nWhile Attuned to Whacker you can use two-weapon fighting with this weapon. "]
  96.      },
  97. "Tome of Worldly Knowledge": {
  98.          "title": " ",
  99.          "desc": " ",
  100.          "fields": ["Tome of Worldly Knowledge|Wondrous Item, Rare T1, 600GP\nThis small book is bound in hammered silver and engraved with the continents of the world.\n When you make an Intelligence ability check, you can add your proficiency bonus to the check if not already proficient, or double your proficiency bonus for that check if you are. Once the item has been used in this way, it cannot be used again until the next dawn. "]
  101.      },
  102. "Eyes of the Arcane": {
  103.          "title": " ",
  104.          "desc": " ",
  105.          "fields": ["Eyes of the Arcane|Wondrous Item, Very Rare(Requires Attunement) T3 5000GP\nThis winged golden mask has stark white lenses that fit over the eyes. It is cold and clammy to the touch, and wearing it causes you to hear whispered giggling.\nWhile attuned to this mask, you may use any Spell Scroll regardless of their spell list restriction by making an Intelligence(Arcana) check with the DC equal to 10+ Spell Level on a failure the scroll is still consumed.\nTHIS ITEM IS CURSED\nWhile wearing this mask, when you fail to use a Spell Scroll you take 2d8 Force damage and roll once on the Wild Magic Table. "]
  106.      },
  107. "Cooldown Cigar": {
  108.          "title": " ",
  109.          "desc": " ",
  110.          "fields": ["Cool Down Cigar|Wondrous item, very rare T1, 300gp\nThis cigar is marked with a mystical rune that was enchanted by an ancient bard. When smoked, it gives off luxurious fumes that seem to rejuvenate your body on a deep, physical level.\nIf you spend 10 minutes smoking this cigar in quiet contemplation, you gain the benefits of a short rest. Once you use this item, the magic rune burns out and what's left of the cigar disintegrates. "]
  111.      },
  112. "Conductor's Baton": {
  113.          "title": " ",
  114.          "desc": " ",
  115.          "fields": ["Conductor's BatonWondrous item, rare (requires attunement by a bard)Tier 2, Non Combat, 800GP\nThis small, wooden stick is 12 inches long and tapers slightly towards the tip. At the other end it widens to a small bulb sufficient to counterbalance the shaft. Once attuned by a bard, as an action, the baton can be used to cast Silence and Enthrall. Once the instrument has been used to cast these spells, it can’t be used to cast them again until the next dawn. Additionally, if you spend one minute conducting the motions of a song, the baton can be used to make a number of mundane musical instruments you can see equal to your bard level, start playing themselves. This effect requires concentration and the effect ends if concentration is broken. "]
  116.      },
  117. "Fulguris": {
  118.          "title": " ",
  119.          "desc": " ",
  120.          "fields": ["Fulguris|Legendary Warhammer (Requires Attunement) Tier 3, 10000 GP, Combat\nYou have a +1 bonus to Attack and Damage Rolls made with this weapon.When you hit with an Attack using this magic hammer, the target takes an extra 1d8 lightning damage.\nThrown Weapon: This weapon has the Thrown property, with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the Attack. If you don't have a hand free, the weapon lands at your feet. "]
  121.      },
  122. "Shadowberry": {
  123.          "title": " ",
  124.          "desc": " ",
  125.          "fields": ["Shadowberry|Wondrous item, Rare, T1, 500gp\nWhen you use an action to consume this dark and sour berry, you gain the ability to see in magical and nonmagical darkness out to 60 feet for 1 hour"]
  126.      },
  127. "Chef's Apron of Adventurous Palates": {
  128.          "title": " ",
  129.          "desc": " ",
  130.          "fields": ["Chef's Apron of Adventurous PalatesWondrous Item, Uncommon Tier 1 300g\nWhile wearing this apron, you gain +1 to skill checks involving the harvesting and preparation of materials from creatures. "]
  131.      },
  132. "Bow of Storms": {
  133.          "title": " ",
  134.          "desc": " ",
  135.          "fields": ["Bow of Storms|Tier 3, 7,000 GP Longbow Legendary – Attunement Required\nYou have a +2 bonus to Attack and Damage Rolls made with this weapon.This bow wrought of black oak runs with blue streaks of arcane magic. Blacker than a winter storm, the lines of magic flare as azure lightning, burning the eyes. When drawn, the string crackles with lightning, which trails every arrow when released.\n\nEach arrow fired from this bow deals an extra 1d6 lightning damage to any target it hits.\nWhen you fire the bow and speak its Command Word, the arrow transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 15 Dexterity saving throw, taking 5d6 lightning damage on a failed save, and half as much damage on a successful one. Make a ranged weapon Attack against the target. On a hit, the target takes damage from the arrow plus 5d6 lightning damage. This property can't be used again until the next dawn. "]
  136.      },
  137. "Candle of Dark Intent": {
  138.          "title": " ",
  139.          "desc": " ",
  140.          "fields": ["Wondrous Item, rare (requires attunement by a Sorcerer, Wizard, or Warlock), T2 (4300 GP)\nThe candle has an ornate pitch black pinhandle. Its flame is green, and it gives off an eerie vibe to those around it. When attuned to this item, you enjoy the following benefits:\n The candle counts as an arcane focus for casting Sorcerer, Wizard, or Warlock spells.\nThe candle has 3 charges. When you cast a spell that forces a single creature to make a saving throw, you can use one charge to force disadvantage on the saving throw. The lantern regains 1d3 charges at dawn.\nThe candle when lit sheds dim light in a 5 foot radius. "]
  141.      },
  142. "Crocodile": {
  143.          "title": " ",
  144.          "desc": " ",
  145.          "fields": ["Crocodile|Mount\n400gp "]
  146.      },
  147.          "type": "list",
  148.          "data": {
  149.              "t": "",
  150.              "a": ["image", "color", "footer", "type", "desc", "title", "data", "t", "snippetEx", "aliasEx", "thumb"],
  151.              "s": "'<>': substitute '[]': optional '<x/y>': x or y '...': repeatable",
  152.              "f": ""
  153.          }
  154.      }
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