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Wisdom
Roll Result
20+ Superior Ale. Advantage on all Amulet of Aid
saves vs Fear for 12 hours. Wondrous item, uncommon (requires
attunement)
17-19 Excellent Ale. Advantage on
This amulet is oddly shaped like a potion of
first save vs Fear for next 12
healing; when worn by a cleric, this amulet can
hours.
summon a healing ghost to your side -
05-16 Good quality Ale. whenever you or an ally within 30-feet falls
01-04 Bad Ale, but tastes like good unconscious, the Amulet will create a ghost-like
quality ale. One hour after version of you and attempt to administer first
consuming, make a Con Save aid with Advantage, using your bonuses. If the
(DC 20) or vomit and take 1d6 Cleric is of 10th level or higher, this radius is
damage. doubled to 60-feet. Note that the Amulet will
only attempt first aid if an ally falls unconscious
Note that a player who drinks the Ale will not within range; the Amulet will do nothing if an
be made aware of the Wisdom check result, ally falls unconscious outside of the range, even
unless it was 17 or greater. if you walk closer to save them.
Babbling Fish
Wondrous Item, rare
This small fish never rots, is always breathing,
and small enough to fit into one's ear. When
held close, you will always here the fish talking
Boots of Fire
Wondrous Item, uncommon (1d4 damage), rare
(2d4 damage)
These stylish red leather boots often come with
fringe and sometimes a red gem. When worn,
you can take an action once per day to stomp
your foot on the ground, to send bolts of
mystical fire all around you -- all creatures
within 5-feet of you, including yourself, are
dealt 1d4 or 2d4 fire damage (Dexterity save for melee attack against you, you may roll a D4; on
half damage, DC 12). However, you have a result of 4, you add 1 Ki to your Ki pool.
Advantage when attempting this save, and if
you are successful, you take no fire damage at Broach of Beauty
all from this effect. Wondrous Item, uncommon (requires
attunement)
Bracers of the Four Winds This flower broach comes in three flavors: it
Wondrous Item, uncommon either appears as a daisy, a rose, or a tulip.
These ancient bracers are adorned with far When worn, it immediately grants you a
eastern lettering. When worn, you gain fast proficiency with every Charisma based skill.
reflexes in an every changed combat situation.
When an opponent misses its melee attack Burst Helm
against you, as a reaction action you can make a Wondrous Item, uncommon
powerful palm attack to blow your opponent This helm comes in many different colors, but
back. This attack deals no damage, but on a the style is always the same it covers the nose
successful hit the target is sent back 5-feet in and has an etching of a mongoose on the back.
the opposite direction of you. You can only Every time you kill an enemy while wearing this
make this attack if you are not wielding a shield. unique helm, you gain a 50% increase to your
speed on your next turn (only for that turn). You
Bracers of Ki cannot gain more than a 50% increase in any
Wondrous Item, rare (requires attunement) round this way, no matter how many enemies
These mystical bracers were created by the you kill.
Ancient Shaolin Masters Zen masters. When
worn by a Monk, it grants you a +1 bonus to AC.
As a monk, whenever an opponent misses a
Unorthodox Treasures created by The Le
If the bolt is placed back into the case (or it
Candle Holder of Warning magically reappears in the case), it loses its
Wondrous Item, rare additional magic enchantment.
This brass candle holder is oddly shaped like a
triangle. When placed with a standard candle
and lit, it provides an aura of safety within a 50 Cleric's Ring
foot radius. Any creature of evil alignment that Ring, rare (requires attunement)
enters the aura is immediately dealt 3 points of This gold ring is adorned with small jewels on
damage and non-evil creatures within aura are the outside, with cryptic lettering on the inside.
immediately made aware of the presence of When worn, it grants the wearer the ability to
those evil creatures. sense undead creatures within 20 feet.
However, when worn a Cleric, these powers are
amplified -- the Cleric will be able to sense
Captain's Shield undead creatures within 50 feet. Furthermore,
Armor (shield), very rare the Cleric gains insight on nearby undead
This strange round shield is made of a material creatures; the Cleric gains a +2 bonus to AC
that's almost indescribable - smooth to the against all melee attacks by undead creatures.
touch like metal but much lighter. Whenever
would take damage from a melee attack roll
that is within 2 points of your AC, you may roll a
d4. On a result of 4, the attack is instead
blocked and completely absorbed by the shield.
This d4 cannot be made against Critical Hits
against you.
d20 Result
20 Bolt deals double damage (x3 damage
on a critical hit)
19 Advantage on next ranged attack with
this bolt
16-18 +1 damage from this bolt
1-15 No effect
If the mud attack resulted in a Critical miss, By tapping into the orb's innate power, a
then the ring will turn itself on you and put mud spellcaster can also fend off magical attacks --
in your face (as if you scored a Critical Hit on as a reaction to any opposing spell attack roll
yourself). made against you, you may attempt a Wisdom
check (DC equal to the attack roll result); on a
The ring itself can be recharged (maximum of 1 successful save, the orb deflects the attack. The
charge) by soaking it in mud for four hours. deflection may done twice, then the orb must
recharge for 8 hours to use that ability again
(but you keep the +1 AC bonus if you continue
to hold it).
Snowman of Doom
(figurine)
Wondrous Item, very rare
This tiny figurine of a snowman is very heavy for
its size (3 lbs). When held and the special
command word is spoken, the figurine turns
into a medium sized snowman creature. The
snowman will follow any orders issued by you
for up to five minutes or the snowman has died;
Unorthodox Treasures created by The Le
herself into a Troll, which lasts for a number of
Splitsecond rounds equal to 5 + her Intelligence modifier.
Wondrous Item, legendary (requires
attunement) As a troll, you lose the ability to cast spells or
This incredible amulet has a small hourglass use any other normal class features, race
embedded within its golden disk-like frame. special abilities. You are literally a troll with the
When worn, it gives the wearer the ability to following:
manipulate small pockets of time.
PLAYER TROLL STATS
Once per day as a reaction to any attack you
Hit Points: Your current Hit Points + 30 (cannot
can freeze an opponent within 5 feet or an
exceed 60)
incoming attack from a weapon that is within
Size: Large Humanoid
10 feet from you; after the object is frozen, you
Attributes: Same as your current values
may move up to 10 feet away (2 squares)
Abilities: Darkvision 60 feet
before the freeze effect ends. This results in the
Speed: 30 feet
attack missing you completely.
Attacks: bite +8 (1d8+5 piercing), 2 claws +8
(1d6+5 slashing)
To do this, once per day as part of your reaction
Reach 10 ft.
you attempt a Wisdom check (DC 10) in each of
Other abilities: Regeneration
those situations. If you succeed, you have
successfully frozen the adversary (or weapon) in
a moment of time and can immediately move Becoming a troll is a very taxing experience for
10 feet. After you complete your move, the the Sorcerer. Once the effect ends, and you
frozen moment ends and time passes normally. revert back to a normal Sorcerer, you suffer a -2
penalty to all attributes for one hour.
If your saving throw result is at least 18 or
higher, the amulet will allow you to do this one
additional time per day (and continue to do so
whenever you roll an 18 or higher).
Sonic Dagger
Weapon (dagger), rare (requires attunement)
This seemingly mundane dagger glows blow in
direct moonlight. Upon wielding the dagger, it
will give off a low frequency sonic hum, granting
you a +2 bonus when you use the dagger to
open a lock. In the hands of Rogue, this bonus is
tripled. However, this bonus is only granted on
metal locks.
Wand of Ancients
(cursed)
Wand, uncommon (requires attunement)
This wand has been sought after by
spellcasters for nearly ten decades - it is
said, that, in the right hands, it allows the
spellcaster great power. This wand can be
used as part of any spell attack roll --
granting a +4 bonus to the attack roll.
However, whenever you make such an
attack, the DM makes a secret d20 roll --
on a result of 1-2, the wand will backfire and
deal damage to you instead; then the wand will
explode to deal 2d6 points of fire damage. You
Thunderaxe must make a successful WIS save (DC 15) or you
Weapon (battleaxe), very rare (requires
will lose all your spell slots for the day.
attunement)
This battleaxe feels slightly heavier in weight
than a standard battleaxe it deals 1d10 Wand of Hiding
slashing damage rather than 1d8. Once per day Wand, uncommon (+1), rare (+2), very rare (+3)
as a bonus action you can imbue the battleaxe This swirly mahogany wand changes to a
with thunder - once imbued, your next attack different color every night at midnight. When
with it deals an extra 1d6 points of Thunder activated, it generates a camouflage-like aura
damage. If you score a Critical Hit while the around you (or anyone you touch with it); it
battleaxe is imbued with thunder, the resulting grants you a +1 bonus (or +2 or +3) to Stealth
boom will deal yet an additional 1d4 points of checks for up to 1 minute. The enchantment
Thunder damage to any creatures within a 10- itself comes from the Wand, which has enough
foot radius of the attack. You are immune to power to enchant just one person. When the 1
the effects of the Thunder damage generated minute expires, the enchantment returns to the
by the Thunderaxe. If you are 6th level or Wand, allowing you to use it again on yourself
higher, this weapon generates a +1 or an ally.
enchantment; if you 15th level or higher, the
thunder damage is doubled. If the recipient of the Aura falls unconscious or
dies before the 1 minute expires, the aura will
be unable to transfer itself back to the Wand
and therefore will dissipate completely,
rendering the Wand useless.
Wand of Purification
Wand, uncommon
This well-crafted wand has nothing particularly
remarkable about it, except for the red tip that
glows in foggy weather. When held in a
container of water, it will purify the water so
that it becomes completely drinkable -- it can
only purify 2 gallons of water per day (7.56
liters) and can only be used once per day. If you
attempt to purify more than that amount, the
wand's tip will crack, rendering the wand
useless. Wand of Rain
Wand, rare
Wand of Ra This strange wand is visually translucent, but
when held closely, one can hear the sound of a
Wand, uncommon (2d4 charges), rare (5d4
light spring rain. Once per day, upon command,
charges)
the wielder of this wand can create a localized
This wand is made from a rare elm with grains
shower of rain at any location within 20 feet --
of sand sprinkled across its handle. When first
this shower lasts for up to 2 minutes (or when
found it contains 2d4 or 5d4 charges. Each
the wielder wills it to end) and radius of the rain
charge can be used to create a ball of light that
shower is 5-feet. The rain will always be clean
follows its owner for up to 3 hours until he wills
and drinkable, but also "room temperature".
it to end. The ball of light illuminates an area of
up to 60' feet and grants its owner a +2 to his or
her passive perception for the purposes of Wand of Simple Weapons
spotting secret doors. Wand, very rare
This white wand is made from the horn of a
unicorn, laced with bone from an ox or often a
cow. As a bonus action, its wielder can instantly
transmute the Wand into any simple weapon
that he is proficient with a successful Wisdom
check (DC 5). Note that a result of 1 will always
fail.
Et-sa (shortsword)
This shortsword grants a +1 bonus to AC against
all melee attack rolls from humanoids. Druidic
Synergy: in the hands of a Druid, Et-sa also
grants this AC bonus against ranged attack rolls
from humanoids, but only for non-magical
attacks (arrows, spears, etc).
L'mkata (sickle)
This sickle is ultra sharp to the touch; when
attacking humanoids with it, it generates a
critical hit when a natural 19-20 is rolled.
Druidic Synergy: in the hands of a Druid,
L'mkata scores a critical hit against humanoids
on a natural 18-20 instead.
L'ashmire (scimitar)
This scimitar has the ability to absorb magical
that it will take you to someplace else, which
attacks; you gain a +2 bonus to all saves vs
could be very bad (DM's discretion). The portal
magical attacks from humanoids. Druidic
itself is one way. Once the door is closed, the
Synergy: in the hands of a Druid, L'ashmire
handle and door will disappear.
allows you gain Advantage on any save vs. a
magical attack, but only once per short rest.
Ghost Artifacts
Destruction: The darkblades cannot be Wondrous item, artifact (requires attunement)
destroyed by separately. Each of the four blades Common Name: Havas Will
must be tightly bound in virgin elven hair and
submerged in demons blood for 7 days, which Description: These items consist of a Silver
will render them powerless and turn the blood Amulet, Leather Belt, Leather Boots, Red Cape,
into hardened rock. and a Golden Ring. The items are visually
mundane in nature, but provide magical
Doornob of bonuses as you wear one or more of them at
the same time.
Teleportation
Wondrous Item, artifact All Ghost Artifact items requires attunement.
This rusty doornob has a small hole in the
middle of the nob, which actually serves as an SYNERGY (1-Piece) - Ethereal Senses: If you
inter-dimensional portal. By drawing a door on wear any one item from the Ghost Artifacts,
a flat surface (ground, wall, etc), and writing you gain a sixth sense from danger around you -
down your destination on the door, you can - you gain a bonus to your Passive Perception
place the doornob onto your drawing and recite equal to half your current level.
the magical words of power. The drawing of the
door will magically turn into a real door; SYNERGY (2-piece) - Ethereal Vision: If you
opening it will reveal a portal that has a 95% wear two items of the Ghost Artifacts, you gain
chance of leading you to your desired the ability see the bends around reality -- you
destination. However, there is a 10% chance can see invisible creatures as if they were not
Unorthodox Treasures created by The Le
invisible, and you gain a +3 bonus to all
investigation checks.
Destruction
Karisha's Soul is destroyed when its shaft is
wrapped within fresh elven hair (cut within the
last 24 hours) and then thrown into natural
flowing lava. It is said that Karisha's Soul will
scream the sounds of a thousand souls when it
is destroyed.
Children of the DM
Artifact (requires attunement)
The Children of the DM are a set of six artifacts Eric's Cavalier Shield
that were created for a group of teens that is Armor (shield), artifact
said came from a strange plane of existence This orange heater shied has an emblem of a
looking for a passage home. The children have griffon in the front. It acts as a standard shield,
long since gone home, but the artifacts remain except that it protects the wearer from specific
and can be found by a lucky adventurer. All kinds of attack. As a bonus action you can
Children of the DM items requires attunement. designate one damage type -- when wielding
the shield you gain resistance to that damage
Hanks Ranger Bow type until you change to a different one.
Weapon (shortbow or longbow), artifact
This magical yellow bow has the ability to FIGHTER/PALADIN SYNERGY: Any Fighter or
change into a short bow or long bow at will. It is Paladin who wields this shield can tap into its
very unique in nature as it doesn't have a innate powers to create a force field. This force
bowstring -- when taking an action with this field can be created as a bonus action or as a
bow, it creates a string of energy and a magical reaction to any attack, and provides you with an
arrow that deals bludgeoning or force damage additional +3 bonus to AC for one turn. If your
(your choice at the time that you make the Fighter and/or Paladin level is 5th or greater,
attack). you can extend the force field up to 5 feet
around you, providing the AC bonus to anyone
RANGER SYNERGY: Any Ranger that wields this within Range; it extends again to 10 feet at 10th
bow has the additional option to create a level or greater. The force field can only be
magical arrow that deals Thunder damage. At created once per short rest.
5th Ranger level, and every 5 Ranger levels
thereafter, the magical arrows are imbued with
a +1 bonus to attack and damage rolls
(maximum of +4 at level 20).
2003 VShane
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