Difference between revisions of "Independant Society of Antiquaries Group Loot"
From OakthorneWiki
Jump to navigationJump to searchSaintpookie (talk | contribs) |
|||
Line 61: | Line 61: | ||
;Silver Wands x5 | ;Silver Wands x5 | ||
+ | ===Magic Items that will be traded=== | ||
+ | ;Tentacle Rod | ||
+ | :''Rod, rare (requires attunement)'' | ||
+ | :Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success | ||
+ | ;Boots of Speed | ||
+ | :''Wondrous Item, rare (requires attunement)'' | ||
+ | :While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. | ||
+ | :When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. | ||
|valign="top" width="5%"| | |valign="top" width="5%"| | ||
|valign="top" width="45%"| | |valign="top" width="45%"| | ||
Line 72: | Line 80: | ||
: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. | :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. | ||
: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. | :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. | ||
− | |||
− | |||
− | |||
;Dust of Sneezing and Chocking | ;Dust of Sneezing and Chocking | ||
:''Wondrous item, uncommon'' | :''Wondrous item, uncommon'' | ||
:Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use. | :Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance , and an identify spell reveals it to be such. There is enough of it for one use. | ||
:When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. | :When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature. | ||
− | |||
;Rod of Security | ;Rod of Security | ||
:''Rod, very rare'' | :''Rod, very rare'' | ||
Line 91: | Line 95: | ||
:While wearing this robe you may cast Feather Fall at will. | :While wearing this robe you may cast Feather Fall at will. | ||
− | |||
− | |||
− | |||
− | |||
;Amulet of Health | ;Amulet of Health | ||
:''Wondrous Item, rare (requires attunement)'' | :''Wondrous Item, rare (requires attunement)'' |
Revision as of 13:05, 29 February 2020
The Lost & The Found Group Loot
Resources
Coinage |
Trade Bars¹ |
Ingots² |
¹Trade Bars are worth 10 pieces of their coinage equivalent, i.e. 1 GTB = 10 GP
²Ingots are worth 100 pieces of their coinage equivalent, i.e. 1 GI = 100 GP
Potions and Scrolls
Tools
Crafting MaterialsCrafting SchemaFavors, Information, etc.
Not Quite Magic Items
Magic Items that will be traded
|
Magic Items
|