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  1. **Decanter of Endless Water**
  2. *Wondrous Item, Uncommon*
  3.  
  4. This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
  5.  
  6. 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:
  7.  
  8. "Stream" produces 1 gallon of water.
  9. "Fountain" produces 5 gallons of water.
  10. "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.
  11.  
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  13.  
  14. **Pearl of Power**
  15. *Wondrous Item, Uncommon (requires attunement, spellcaster)*
  16.  
  17. 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. Once you use the pearl, it can't be used again until the next dawn.
  18.  
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  20.  
  21. **Wand of Magic Detection**
  22. *Wand, Uncommon*
  23.  
  24. This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
  25.  
  26.  
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  28.  
  29. **Wand of Magic Missiles**
  30. *Wand, Uncommon*
  31.  
  32. This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
  33.  
  34. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
  35.  
  36. -------------------------------------------------
  37.  
  38. **Boots of the Winterlands**
  39. *Wondrous Item, Uncommon (requires attunement)*
  40.  
  41. These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
  42.  
  43. You have resistance to cold damage.
  44. You ignore difficult terrain created by ice or snow.
  45. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
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  47.  
  48. **Eversmoking Bottle**
  49. *Wondrous Item, Uncommon*
  50.  
  51. Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
  52.  
  53. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
  54.  
  55. -------------------------------------------------
  56.  
  57. **Sending Stones**
  58. *Wondrous Item, Uncommon*
  59.  
  60. walkie-talkies, you will have enough for the entire party.
  61.  
  62. -------------------------------------------------
  63.  
  64. **Stone of Good Luck**
  65. *Wondrous Item, Uncommon (requires attunement)*
  66.  
  67. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
  68.  
  69. -------------------------------------------------
  70.  
  71. **Robe of Useful Items**
  72. *Wondrous Item, Uncommon*
  73.  
  74. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
  75.  
  76. The robe has two of each of the following patches:
  77.  
  78. Dagger
  79. Bullseye lantern (filled and lit)
  80. Steel mirror
  81. 10-foot pole
  82. Hempen rope (50 feet, coiled)
  83. Sack
  84. In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
  85.  
  86. d100 Patch
  87. 01-08 Bag of 100 gp
  88. 09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
  89. 16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
  90. 23-30 10 gems worth 100 gp each
  91. 31-44 Wooden ladder (24 feet long)
  92. 45-51 A riding horse with saddle bags
  93. 52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
  94. 60-68 4 potions of healing
  95. 69-75 Rowboat (12 feet long)
  96. 76-83 Spell scroll containing one spell of 1st to 3rd level
  97. 84-90 2 mastiffs
  98. 91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
  99. 97-00 Portable ram
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