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Loot

The document lists various magical items, their effects, and the characters currently possessing them. Notable items include the Necklace of Fireballs, Potion of Invisibility, and Staff of the Winds, each with unique abilities and rarity classifications. Additionally, it details trades made for items like the Amulet of Health and Belt of Dwarvenkind, along with descriptions of weapons and armor such as the Mountain's Gale Handaxe and Adamantine Breastplate.

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0% found this document useful (0 votes)
5 views3 pages

Loot

The document lists various magical items, their effects, and the characters currently possessing them. Notable items include the Necklace of Fireballs, Potion of Invisibility, and Staff of the Winds, each with unique abilities and rarity classifications. Additionally, it details trades made for items like the Amulet of Health and Belt of Dwarvenkind, along with descriptions of weapons and armor such as the Mountain's Gale Handaxe and Adamantine Breastplate.

Uploaded by

djw
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Necklace of Fireballs - Each of the six beads on this necklace can be detached and thrown up to

60 feet as an action, causing a 3rd-level fireball spell (save DC 15) where it lands. rare [Varlath
wearing]
Potion of Invisibility - You become invisible for 1 hour. The effect ends early if you attack or
cast a spell. very rare [Shoemaker carrying]
Staff of the Winds - The staff has 10 charges. While holding it, you can use an action to expend 1
or more of its charges to cast the following spells from it, using your spell save DC: Catapult (1
charge), Gust of Wind (2 charges), Wind Wall (3 charged), or Control Winds (5 charges).
When you cast Control Winds using this staff, switching to a different effect, halting an effect,
or restarting an effect only uses a bonus action. The staff regains 1d6+4 expended charges at
dawn. If you expend the last charge, roll a d20. On a 1, the staff disperses into wind, destroying
it.
Usable by a bard, cleric, druid, sorcerer, warlock, or wizard. very rare [Kixl carrying]
Flying Disc - Functions as a carpet of flying. You can speak the carpet's command word as an
action to make the carpet hover and fly. It moves according to your spoken directions, provided
that you are within 30 feet of it. It is 4' x 6' in size, and can carry 400 lb. at a speed of 60 feet. It
can carry up
to twice this weight, but it flies at half speed if it carries more than its normal capacity. very rare
[Inquisitor leading]
blood stag head mount (for sale)
winter wolf head
boar meat, tusks
4 huge, light-emitting pearls
25 gold pieces
1 point of inspiration

* used 1 giant might, 1 defensive rune, storm rune invocation

Traded Mountain's Gale Hand Axe and Ring of Evasion for:


Amulet of Health - Your Constitution score is 19 while you wear this amulet. It has no effect on
you if your Constitution is already 19 or higher. Requires attunement. rare [Varlath wearing]
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. You can speak, read, and write Dwarvish.
Requires attunement. rare [Aldrius wearing]

Currently owned by Duskwing:


Mountain’s Gale Handaxe - A handaxe made of solid stone, with an icy, glowing rune of a
mixture of giant and dwarven origin on the axe head. Its handle is made of high-quality leather,
with dwarven and goliath patterns adorning it. While you are attuned to this weapon, it returns to
your hand immediately
after it is used to make a ranged attack. As a part of a weapon attack made with this weapon, you
can cause the rune on the axe’s head to unleash an explosion of wintery might, forcing each
creature in a 15 foot radius of the target creature to make a DC 15 constitution saving throw or
take 3d8 cold
damage and disadvantage on dexterity checks and saving throws until the end of your next turn,
or just half damage on a successful save. This property takes place even if the axe misses its
intended target. Once you use this property, you cannot use it again until the next dawn. Requires
attunement. rare
Ring of Evasion - A golden band inset with gems forming the likeness of a hummingbird. This
ring has 3 charges, and it regains all expended charges daily at dawn. While wearing the ring,
you can use your reaction to expend a charge and automatically succeed on a Dexterity saving
throw. rare
Frost Brand - When you hit with an attack using this magic sword, the target takes an extra 1d6
cold damage. In addition, while you hold the sword, you have resistance to fire damage. In
freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an
additional 10 feet. When you
draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property
can be used no more than once per hour. Requires attunement. rare
Adamantine Breastplate - This suit of armor is reinforced with adamantine, one of the hardest
substances in existence. While you're wearing it, any critical hit against you becomes a normal
hit. uncommon
Adamantine Splint Armor - This suit of armor is reinforced with adamantine, one of the hardest
substances in existence. While you're wearing it, any critical hit against you becomes a normal
hit. uncommon
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.
Requires attunement. uncommon
Gauntlets of Ogre Power - Your Strength score is 19 while you wear these gauntlets. They have
no effect on you if your Strength is already 19 or higher. Requires attunement. uncommon
Belt of Hill Giant Strength - Your Strength score is 21 while you wear these gauntlets. They have
no effect on you if your Strength is already 19 or higher. Requires attunement. rare
Periapt of Wound Closure - While you wear this pendant, you stabilize whenever you are dying
at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the
number of hit points it restores. Requires attunement. uncommon
Animated Shield - While holding this shield, you can speak its command word as a bonus action
to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if
you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until
you use a bonus action
to end this effect, or until you are incapacitated or die, at which point the shield falls to the
ground or into your hand if you have one free. Requires attunement. very rare
Arrow-Catching Shield - You gain a +2 bonus to AC against ranged attacks while you wield this
shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an
attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to
become the target of
the attack instead. Requires attunement. rare

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