| d34 | Result | Description |
|---|---|---|
1 |
*# +1 Ammunition (1d9+11)* |
Ammunition, generic variant, uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity (200 GP). Base items. This item variant can be applied to the following base items: Arrow (+1 Arrow) Found On: Armaments - Uncommon, Implements - Uncommon Source: DMG'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 50gp each |
2 |
*# Black Ghost Orchid Seed* |
Adventuring gear Every few years, a ghost orchid colony grows a black pod as thick as a human fist that holds three soft, black seeds. A creature that consumes one of these black seeds is affected by the spell feign death. If the creature is unaware of the pod's effects or does not wish to be affected, it can resist the effect by succeeding on a DC 16 Constitution saving throw. Otherwise, it is considered to be a willing recipient of the spell. Source: JttRC, page 212 Cost: 300gp |
3 |
*# Blight Ichor* |
Adventuring gear This bitter chartreuse concoction is distilled from a fungus native to the Blightshore badlands. The sickly green liqueur harbors potent psychedelic properties. Provided it is neither a construct nor undead, a creature subjected to a dose of blight ichor gains advantage on Intelligence and Wisdom checks, as well as vulnerability to psychic damage, for 1 hour. For each dose of blight ichor consumed, the creature must succeed on a DC 15 Constitution saving throw or become poisoned for 1d6 hours and suffer the effects of a confusion spell for 1 minute. An undead creature subjected to a dose of blight ichor gains advantage on all Dexterity checks and is immune to the frightened condition for 1 hour. Source: EGW, page 152 Cost: 200gp |
4 |
*# Deck of Illusions (35-1d20)* |
Wondrous item, uncommon This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. Deck of Illusions 1d100 Illusion 01-03 Adult Red Dragon Found On: Arcana - Uncommon Cost: 6120gp |
5 |
*# Dust of Disappearance* |
Wondrous item, uncommon This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature. Found On: Arcana - Uncommon, Implements - Uncommon Source: DMG'24, page 255. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 300gp |
6 |
*# Dust of Dryness (1d6+4)* |
Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one. Found On: Arcana - Uncommon, Implements - Uncommon Source: DMG'24, page 255. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 120gp |
7 |
*# Dust of Sneezing and Choking* |
Wondrous item, uncommon Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell. Found On: Arcana - Uncommon, Implements - Uncommon Source: DMG'24, page 255. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 480gp |
8 |
*# Mind Crystal (Quickened)* |
Wondrous item, rare This gemstone contains a crystallized bit of spellcasting magic. When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. You change the spell's casting time to 1 bonus action for this casting. Source: PaBTSO, page 218 Cost: 150gp |
9 |
*# Mind Crystal (Subtle)* |
Wondrous item, common This gemstone contains a crystallized bit of spellcasting magic. When you cast a spell that has a casting time of 1 action while holding the mind crystal, you can modify the spell in the way described below. You can use only a single mind crystal to modify the spell, and you can't use a mind crystal and a Metamagic option on the same spell. Once you use the mind crystal, it becomes a nonmagical gem worth 50 gp. Modify Spell. You cast the spell without any somatic or verbal components for this casting. Source: PaBTSO, page 218 Cost: 50gp |
10 |
*# Muroosa Balm* |
Adventuring gear This paste made from the muroosa bush is known to help prevent sunburn, but it is also a fire retardant. After spending 1 minute applying a quarter pint of muroosa balm to your skin, you gain resistance against fire damage for 1 hour. A dose of muroosa balm sufficient for treating sunburn costs 1 gp. Source: EGW, page 70 Cost: 100gp |
11 |
*# Oil of Slipperiness* |
Potion, uncommon ½ lb. One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Freedom of Movement spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured. Found On: Arcana - Uncommon, Implements - Uncommon Source: DMG'24, page 283. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 230gp |
12 |
*# Pixie Dust* |
Wondrous item, uncommon As an action, you can sprinkle this dust on yourself or another creature you can see within 5 feet of you. The recipient gains a flying speed of 30 feet and the ability to hover for 1 minute. If the creature is airborne when this effect ends, it falls safely to the ground, taking no damage and landing on its feet. A small packet holds enough pixie dust for one use. Source: WBtW, page 212 Cost: 250gp |
13 |
*# Potion of Acid Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Acid damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
14 |
*# Potion of Advantage* |
Potion, uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. Source: WBtW, page 212 Cost: 100gp |
15 |
*# Potion of Clairvoyance* |
Potion, rare ½ lb. When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened. Found On: Arcana - Rare Source: DMG'24, page 287. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1200gp |
16 |
*# Potion of Cold Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Cold damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
17 |
*# Potion of Fire Breath* |
Potion, uncommon ½ lb. After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes a DC 13 Dexterity saving throw, taking 4d6 Fire damage on a failed save or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened. Found On: Arcana - Uncommon Source: DMG'24, page 187 Cost: 70gp |
18 |
*# Potion of Fire Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Fire damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
19 |
*Potion of Force Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Force damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
20 |
*# Potion of Gaseous Form* |
Potion, rare ½ lb. When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water. Found On: Arcana - Rare, Implements - Rare Source: DMG'24, page 287. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 600gp |
21 |
*# Potion of Greater Healing* |
Potion, uncommon ½ lb. You regain 4d4 + 4 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated. Found On: Implements - Uncommon, Relics - Uncommon Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 300gp |
22 |
*# Potion of Growth* |
Potion, uncommon ½ lb. When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. Found On: Arcana - Uncommon, Implements - Uncommon Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
23 |
*# Potion of Invisibility* |
Potion, rare ½ lb. This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell. Found On: Arcana - Rare Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 4000gp |
24 |
*# Potion of Lightning Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Lightning damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
25 |
*# Potion of Necrotic Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Necrotic damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
26 |
*# Potion of Poison Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Poison damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
27 |
*# Potion of Psychic Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Psychic damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
28 |
*# Potion of Radiant Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Radiant damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
29 |
*# Potion of Thunder Resistance* |
Potion, uncommon ½ lb. When you drink this potion, you have Resistance to Thunder damage for 1 hour. Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 190gp |
30 |
*# Seeker Dart* |
Weapon (Dart), uncommon Simple weapon, ranged weapon ¼ lb. 1d4 Piercing Finesse, thrown (20/60 ft.) This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don't need to see it now. If the target isn't within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners. When the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart's magic is then spent, and it becomes an ordinary dart. Range. A weapon that can be used to make a ranged attack has a range shown in parentheses after the ammunition or thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second indicates the weapon's maximum range. When attacking a target beyond normal range, you have disadvantage on the attack roll. You can't attack a target beyond the weapon's long range. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Source: PotA, page 223 Cost: 800gp |
31 |
*# Soul Coin* |
Wondrous item, uncommon ⅓ lb. Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag's curse. Carrying Soul Coins. To hold a soul coin is to feel the soul bound within it—overcome with rage or fraught with despair. An evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws. Using a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following: Drain Life. You siphon away some of the soul's essence and gain 1d10 temporary hit points. Query. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic. Freeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin's charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM's choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils. A soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine's furnace (see "Soul Fuel"). Freeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature. Hellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered. Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes. Source: BGDIA, page 225 Cost: 375gp |
32 |
*# Spell Scroll (3rd Level)* |
Scroll, uncommon A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 13 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect. If the spell requires a saving throw or an attack roll, the spell save DC is 15, and the attack bonus is +7. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 3 spell is copied in this way, the copier must succeed on a DC 13 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Found On: Arcana - Uncommon, Relics - Uncommon Source: DMG'24, page 305. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 200gp |
33 |
*# Spellwrought Tattoo (2nd Level)* |
Wondrous item (tattoo), uncommon Produced by a special needle, this magic tattoo contains a single 2nd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5. Source: TCE, page 135 Cost: 200gp |
34 |
*# Tangler Grenade* |
A tangler grenade is an alchemical, nonmagical item with an ovoid resin shell that shatters on impact. An as action, a creature can throw a tangler grenade at a point up to 60 feet away. Each creature within 10 feet of a shattered tangler grenade must succeed on a DC 15 Dexterity saving throw or be restrained by sticky white webs. As an action, a creature can try to free itself or another creature within its reach from the webs, doing so with a successful DC 20 Strength (Athletics) check. A gallon of alcohol dissolves the webs produced by a single tangler grenade. Otherwise, the webs dissolve on their own after 1 hour, freeing any creatures restrained by them. Source: WDMM, page 244 Cost: 50gp |