Type,Title,Description,Weight,Titles (random),Description Modifiers (random),Bulk,Loot Rating,Prefix (effects only),Very Rare
Armor,Padded Armor,"Light armor. AC: 11 + Dex modifier, stealth disadvantage.",1000,,,,,,
Armor,Leather Armor,Light armor. AC: 11 + Dex modifier.,1000,,,,,,
Armor,Studded Leather Armor,Light armor. AC: 12 + Dex modifier.,1000,,,,,,
Armor,Hide Armor,Medium armor. AC: 12 + Dex modifier (max 2).,1000,,,,,,
Armor,Chain Shirt,Medium armor. AC: 13 + Dex modifier (max 2).,1000,,,,,,
Armor,Scale Mail,"Medium armor. AC: 14 + Dex modifier (max 2), stealth disadvantage.",1000,,,,,,
Armor,Breastplate,Medium armor. AC: 14 + Dex modifier (max 2).,1000,,,,,,
Armor,Half Plate,"Medium armor. AC: 15 + Dex modifier (max 2), stealth disadvantage.",1000,,,,,,
Armor,Ring Mail,"Heavy armor. AC 14, stealth disadvantage.",1000,,,,,,
Armor,Chain Mail,"Heavy armor. AC 16, stealth disadvantage.",1000,,,,,,
Armor,Splint Armor,"Heavy armor. AC 17, stealth disadvantage.",1000,,,,,,
Armor,Plate Armor,"Heavy armor. AC 18, stealth disadvantage.",1000,,,,,,
Armor,Shield,A shield grants a +2 to AC.,2000,,"This shield is made of a silvery metal, and depicts a triumphant lion. $ This shield depicts a racoon, stealing a pie off of a windowsill. $ This shield has an intricate pattern of vines all along the interior, but the exterior is completely smooth. $ This shield shows a young elf opening a book, with coins spilling out from it. $ This shield shows a young dragon and a bard, greeting each other as friends. $ This shield shows a large whale, swallowing a floating city. $ The metal of this shield has been left fused to the rock it was mined from, so that the exterior of this shield looks like a cave wall with a hint of ore running through.",,,,
Armor,Necklace,A necklace.,2000,"Necklace, Pendant, Chain, Collar, Locket, Neckband, Medallion, Rosary","This one is made from pieces of volcanic rock, and it weighs surprisingly little. $ This one is made of a finely-crafted gold. $ This one has a charm depicting a brilliant star. $ This one has a symbol you can't describe on it. Indeed, the closer you look, the more you are unable to describe the symbol. $ This one has menacing spikes facing outwards made of polished bone. $ This one has a charm shaped like a hammer on it. $ This one looks like it could be attached to a pair of glasses, to keep you from losing them. $ This one has a picture of a woman... at least you think it's a woman? It could be a giraffe.",,,,
Armor,Bracelet,A bracelet.,2000,"Armlet, Bracelet, Wristband, Wrist-sundial, Cuff, Armband, Bangle","This one is made from black, smooth leather, and you barely notice it once you put it on. $ Despite resizing magically to suit you, you are unnerved at how tight a squeeze it is to get it over your knuckles without breaking it. $ This one is made of many strands of string, braided together intricately. $ This one has a tiny picture of two sunny-side-up eggs on it. $ This one is made from copper. $ This one has been painted a bright sky blue. $ This one is made of a rough but sturdy dark-brown cord. $ This one is made of carefully polished walnut wood. $ This one has been cast out of a dark iron. Be sure to take care of it or it will grow rusty. $ This one is made out of a beautiful blue weave that feels like water on your arm. $ This one is made from a thick knit, and is surprisingly warm for a bracelet. $ This one is made of an amber leather, and has a fringe all along its lower edge",,,,
Armor,Earring,An earring.,2000,,"This one looks like a tiny manacle that you can clip onto your ear. Very edgy. $ This one is a delicate stud made of a silvery metal. $ This is an ear-cuff made from a malleable gold material. $ This ear-cuff has a chain attached, so that you can connect it to another earring for a very stylish look. $ This one has a small gem set in it. $ This one is made from a tiny purple geode. $ This one is made from a polished piece of aquamarine. $ This one is a stud with a single pearl. $ This is a very large hoop earring that might get caught in your clothing if you're not careful. $ This is a pink clip-on earring with a large heart on it that looks like it would appeal to a young girl. $ This one looks like an elegant silver bar. $ This one has a small vine that climbs the inside of your ear, when nestled properly. $ This one looks like a delicate chain that you can thread through your ear, with a small moonstone attached to one end. $ This one is shaped like a teardrop and dangles from your ear. $ This one has a subtle, unassuming effect.",,,,
Armor,Boots,A pair of boots.,2000,"Greaves, Boots, Shoes, Sabatons, Thighboots","This pair has a long lace that will take several minutes to adjust to your liking. $ This pair of shoes has been designed to expose the toes of the wearer. $ This pair of shoes is made from a tough leather. It will take an hour or two to break in, but they will last a lifetime. $ They're terribly comfy. $ They're very sturdily built, but for some reason they are a bright yellow. $ On putting these on, you realize that there is a slight heel built into them, which isn't noticeable from the outside. Hmm. $ These have been polished to a gleaming silver. $ These are a matte black material, and you hope they've been enchanted to not stain, because otherwise they're going to pick up scuffs very quickly. $ These are a brilliant blue-green. $ Despite being new, these have a number of patches in them, which give them a very colorful look. They're very comfortable. ",,,,
Armor,Bracers,A pair of bracers.,2000,"Gloves, Bracers, Gauntlets, Fingerless Gloves","They're a little snug, but the wrist support is actually very comfortable.$ These are a pristine white. It's too bad they're not going to stay that way for long.$ ",,,,
Armor,Ring,A ring.,2000,,"A silver band. Inscribed on the ring is a small prayer for your health. That's nice. $ A gold band. Someone has etched a small picture of a duck on the surface. $ A plain leather band. $ A silver band with a lovely pink gem set into it. $ A silver band with an incredibly large black stone attached. It's a little ostentatious. $ A thin black ring with a well-carved spider on it. $ Well... it's less of a ring than a piece of armor for your finger, with several interlocking sections to cover the full length of your finger, ending in a sharp talon. $ A copper band. On it, the craftsman has stamped the word ""RING"". Is that supposed to be ironic? $ This ring has been made out of a polished silvery-blue stone, and the material is cool to the touch. $ A series of rubies glint along the top. ",,,,
Armor,Cape,To be worn on your shoulders.,2000,"Robe, Cloak, Cape, Jacket, Vest",,,,,
Armor,Hat,A hat.,2000,"Cap, Hood, Helmet, Bandana, Visor, Chapeau, Helm, Mask, Sports Helmet, Circlet",,,,,
Effect,Shitty,"This object looks really beat up. On closer inspection, it works just fine, but it's the kind of condition you'd get a 50% discount for in a shop.",1000,,,,0,TRUE,
Effect,Tracker's,The bearer gains a +1 to Wisdom (Survival) checks.,1000,,,,0,TRUE,
Effect,of the Sea,The item floats on water or other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.,1000,,,,0,,
Effect,Drunkard's,The bearer always knows the direction to the closest alcoholic beverage.,1000,,,,0,TRUE,
Effect,Shifting,The bearer may change minor aspects of the physical appearance of this item.,1000,,,,0,TRUE,
Effect,Incredibly Heavy,This item MUST be wielded with two hands.,1000,,,,0,TRUE,
Effect,of Taverns,The bearer always knows the location of the closest tavern.,1000,,,,0,,
Effect,Bread-baker's,This item smells delicious.,1000,,,,0,TRUE,
Effect,Regifted,This item has the names of all of its previous bearers etched into it. Seven people's names are inscribed.,1000,,,,0,TRUE,
Effect,Invisible,"Once used, this item turns invisible.",1000,,,,0,TRUE,
Effect,Riddler's,All deception checks made in rhyme gain a +5.,1000,,,,0,TRUE,
Effect,Rose-studded,"A ruby worth 30gp is the center stone in a rose-shaped setting on the item.. If the bearer removes the ruby, the item grows a new one at the end of the day. The item always smells of roses while the ruby is in its setting.",1000,,,,0,TRUE,
Effect,Wretched,"Ugh, it hurts to look at, it's so ugly.",1000,,,,0,TRUE,
Effect,"Alexander's Terrible, Horrible, No Good, Very Bad","Look, sometimes you're really not FEELING it but you HAVE to show up and make ANOTHER piece of crap for some ADVENTURERS. When that happens, you make an item like this, which just barely meets the minimum requirements to be functional.",100,,,,0,TRUE,
Effect,", Shitty","This item just plain sucks, to a degree you sense is very rare. Indeed, you've never seen something this crap, and you probably never will again.",100,,,,0,,
Effect,Blinding,"This item glows brightly, like a blazing lantern. When it is not covered, all creatures within 30 paces of this item receive a -2 to perception checks and a -10 to stealth checks.",1000,,,,0,TRUE,
Effect,Murderous,"When held or used, this item constantly whispers to the wielder ideas about how to kill all nearby beings.",1000,,,,0,TRUE,
Effect,Romantic,"When held or used, this item constantly whispers to the wielder ideas about how to matchmake all nearby beings.",1000,,,,0,TRUE,
Effect,Insulting,"When held or used, this item constantly complains to the wielder about the wielder's performance.",1000,,,,0,TRUE,
Effect,Talkative,This item narrates its own sound effects. Perhaps it is possessed by the ghost of a foley artist?,2000,,,,0,TRUE,
Effect,of Many Identities,As an action you can cast disguise self (spell save DC 13). You cannot use this ability again until you complete a long rest.,1000,,,,1,,
Effect,Masterwork,"Wielding this item, you have a sense that you could make an item like this, without any training.",1000,,,,1,TRUE,
Effect,Firewalker's,Reduces fire damage to the bearer by 2.,1000,,,,1,TRUE,
Effect,Chilling,Contains a charge of the Ray of Frost spell. Cannot be replenished.,1000,,,,1,TRUE,
Effect,of the Dancer,You have a +1 to Dexterity saving throws with this item.,1000,,,,1,,
Effect,of the Ringmaster,"Once per day, you may pass a Charisma saving throw you otherwise would have failed.",1000,,,,1,,
Effect,of Lifebane,"Whenever you score a critical hit, you inflict maximum possible weapon damage and you recover hit points equal to half of the amount of damage dealt.",1000,,,,1,,
Effect,Vulpine,Characters trying to track the bearer have a -1 penalty to their skill checks.,1000,,,,1,TRUE,
Effect,Feathered,Contains 1 charge of the Feather Fall spell.,1000,,,,1,TRUE,
Effect,of Falsehoods,The bearer gains a +1 bonus to Charisma (Deception) checks.,1000,,,,1,,
Effect,of the Inquisitor,The bearer gains a +1 bonus to Intelligence (Investigation) checks.,1000,,,,1,,
Effect,of the Blue Dragon,Grants resistance to lightning damage.,1000,,,,1,,
Effect,of Unwavering Faith,"Weapon attacks are made with disadvantage. However, when the bearer of this item rolls hit dice, they can choose to re-roll them and take the second result.",1000,,,,1,,
Effect,of Safety,"Once per day, the bearer may use their reaction to reduce fall damage by 1d6 until the end of turn.",1000,,,,1,,
Effect,Smoldering,The bearer may choose to deal Fire damage and gain a +1 bonus to damage.,1000,,,,1,TRUE,
Effect,of the Visionary,"You do an additional 1 elemental damage based on the color of the bearer's eyes: (amber: lightning, black: necrotic, blue: cold, brown: acid, green: force, gray: thunder, hazel: poison, purple: psychic, red: fire, white: radiant)",1000,,,,1,,
Effect,Etherbound,The bearer can see creatures in the Ethereal Plane that overlap with their plane as clearly as if they were fully in the bearer's plane. Such creatures appear as apparitions or ghosts.,1000,,,,1,TRUE,
Effect,Quantum,"Overnight, this item will randomly change to another in its category. (Weapon, Armor/Gear, Mundane Item)",1000,,,,1,TRUE,
Effect,Expertly Crafted,This item is indestructible.,1000,,,,1,TRUE,
Effect,of Leaping,Contains 2 unreplenishable charges of the Jump spell.,1000,,,,1,,
Effect,(+1),,1000,,,,2,,
Effect,Hungry Man's +1,You require twice as many rations on days you use this item. You will not gain weight from the extra food.,1000,,,,2,TRUE,
Effect,of the Bloodthirsty,"When you score a critical hit, roll two extra damage dice.",1000,,,,2,,
Effect,of the Sun +1,You have an additional +1 AC during daylight hours.,1000,,,,2,,
Effect,Fairweather,"if the bearer has more than half of their maximum hit points, all attacks do +1 damage.",1000,,,,2,TRUE,
Effect,Beast Slayer's +1,You gain an additional +1 bonus to damage rolls against beasts.,1000,,,,2,TRUE,
Effect,Charmer's +1,Your Charisma ability score is increased by +1.,1000,,,,2,TRUE,
Effect,of Heart +1,The bearer gains advantage on Constitution saving throws.,1000,,,,2,,
Effect,Defensive,Your AC is increased by 2.,1000,,,,2,TRUE,
Effect,Equanimous +1,"When attuned to neutral aligned characters, this item gives a +1 attack bonus during the day and a +1 damage bonus at night.",1000,,,,2,TRUE,
Effect,of Twilight +1,"Within 1 hour before or after the rising and setting of the sun, or during a solar eclipse, this item comes alive with magic and grants a +1 to AC",1000,,,,2,,
Effect,of The Prepared +1,"Once per day, a spell of up to 4th level can be stored within this item, to be used as a reaction or bonus action at any point in the next week.",1000,,,,2,,
Effect,Hulking +1,"Once per day, you may grant yourself advantage on any Intimidation skill check.",1000,,,,2,TRUE,
Effect,Championship +1,Attempts made to break free of a grapple are done at disadvantage.,1000,,,,2,TRUE,
Effect,Organizer's +1,"Once per combat, the bearer of this item may give instructions to another being. If their instructions are followed, they gain advantage on their next roll.",1000,,,,2,TRUE,
Effect,Savage Gambler's,"You can reroll a natural 1 rolled on a d20 for an ability check, attack roll, or saving throw. You cannot use this ability again until you complete a long rest. When you score a critical hit, roll an extra damage dice.",1000,,,,2,TRUE,
Effect,Bloodletter's +1,"When using this item, you can spend 10 HP to double the effect. (Damage, health gained, etc.)",1000,,,,2,TRUE,
Effect,Mimicker's +1,"Once per day, you may point this at an enemy and 'steal' one of their aspects for the rest of the day. When you choose to do so, roll a d20. The GM will decide, based on your roll, which aspect you gain.",2000,,,,2,TRUE,
Effect,(+2),,1000,,,,3,,
Effect,Advantageous +1,"When used twice in a row, this item has double the effect on its second use.",1000,,,,2,TRUE,
Effect,Cannonwall +2,"Once per day, you may pass a Constitution saving throw you otherwise would have failed.",1000,,,,3,TRUE,
Effect,of Channelling,"Once per day, a spellcaster can ignore the components of a spell they are casting.",1000,,,,3,,
Effect, of Dazzling +2,"Once per day, the bearer may spend an action to ignite the magic in this, causing it to flare brilliantly. Any creature within a 10 foot radius must use their reaction to shield their eyes or be blinded until the end of their next turn.",1000,,,,3,,
Effect,of Projection +2,The bearer can send messages mentally to willing characters within 30 feet. This communication is one-way only.,1000,,,,3,,
Effect,Dazzler's,"Your Intelligence ability score is decreased by 4, but your Dexterity score is increased by 4. Your height increases by 1 foot.",1000,,,,3,TRUE,
Effect,Swift +1,Your movement speed is increased by +5 ft.,1000,,,,3,TRUE,
Effect,Ursurper's +2,Your AC is increased by +1 if you two or more enemies are adjacent to you.,1000,,,,3,TRUE,
Effect,Agonizing +2,"If this item is within 60 ft of you, you can have it magically return to your hand, taking the most direct route to you.",1000,,,,3,TRUE,
Effect,Huntsman's +2,"Once per day, you may grant yourself advantage on any Survival skill check.",1000,,,,3,TRUE,
Effect,of the Tambourine Man +2,"This item grants its bearer incredible dancing skill, but only when something is keeping a beat for them.",1000,,,,3,,
Effect,Seer's +2,"Once attuned, the bearer always knows this item's location.",1000,,,,3,TRUE,
Effect,of Missing +2,"When an attack roll made results in a miss, you gain 1 temporary hit point.",1000,,,,3,,
Effect,of Ferocity +1,Your attacks with this weapon are critical on an 18-20.,1000,,,,3,,
Effect,Aristocrat's,"Up to 4 times, the bearer may sacrifice items, gold, or materials worth at least 1000gp to increase this item's bonus by +1. If the bearer attempts to include items that do not belong to them, this item will disintegrate.",1000,,,,3,TRUE,
Effect,of Concealment +2,The bearer may spend one action assembling components of this item into a dagger. A person searching the bearer for weapons must make a DC 20 Intelligence (Investigation) check to discover this property.,1000,,,,3,,
Effect,Vigorous +2,The bearer gains a +1 bonus to Strength saving throws.,1000,,,,3,TRUE,
Effect,Modest +2,"Although unassuming, this is quite expertly made. You gain a -2 to Intimidation checks.",1000,,,,3,TRUE,
Effect,(+3),,1000,,,,4,,
Effect,of Dwarven Grace +1,Your movement speed is increased by 10 ft.,1000,,,,4,,
Effect,of the Bulwark,Your AC is increased by +3.,1000,,,,4,TRUE,
Effect,Knowledgable +1,Your Intelligence ability score is increased by +3.,1000,,,,4,TRUE,
Effect,of the Reliable,Your base weapon die are increased a size.,1000,,,,4,,
Effect,Shepherd's,Your Wisdom ability score is increased by +2.,1000,,,,4,TRUE,
Effect,of the Longest Stride +2,Your movement speed is increased by +30 ft.,1000,,,,4,,
Effect,Focused +3,"Whenever the bearer is casting a spell, they have advantage to maintain concentration.",1000,,,,4,TRUE,
Effect, of the Liar,Your Charisma ability score is increased by +3.,1000,,,,4,,
Effect,Fortune Teller's +3,"Every time you are hit by a monster, you glimpse a random image of its future or past.",1000,,,,4,TRUE,
Effect,Histrionic +3,The bearer has advantage on any Performance checks.,1000,,,,4,,
Effect,Perfectionist's ,All of your base weapon damage die become d4s. Roll 3x as many dice when you attack.,1000,,,,4,TRUE,
Effect,Doubler's,"If this is a weapon or piece of armor, it starts with a damage/AC bonus of +1 (no STR or DEX applies), and doubles potency with each successful hit until the end of the battle, at which point it resets. If this is another item, ask the GM for a suitable replacement effect.",1000,,,,4,TRUE,
Mundane,Backpack,A backpack for your gear.,6000,,,,,,
Mundane,Ball Bearings,1000 ball-bearings.,500,,,,,,
Mundane,String,10 feet of string.,500,,,1,,,
Mundane,Tool,This is not a weapon- it is a tool. Attacking with this will do 1d4 damage.,1000,"Sledgehammer, Crowbar, Hammer, Miner's Pick, Skillet, Whetstone, Shovel, Steel Mirror, Iron Cauldron",,,,,
Mundane,Blanket,,2000,,,,,,
Mundane,Lantern,,1000,,,,,,
Mundane,Rations,,500,,,1,,,
Mundane,Tinderbox,,1000,,,,,,
Mundane,Waterskin,,500,,,,,,
Mundane,Hempen Rope,50 feet of hempen rope.,1000,,,,,,
Mundane,Bedroll,,2000,,,,,,
Mundane,Torches,,1000,,,1,,,
Mundane,Vial of Poison,Contains 1 use of poison.,1000,,,1,,,
Mundane,Fun,"Something to entertain you around the campfire, perhaps?",1000,"Deck of Playing Cards, Forgery Kit, Entertaining Book, Woodcarver's Tools, Ink & Paper, Pan Flute, Bagpipes, Lute, Drum, Dulcimer",,,,,
Potion,Auril's Kiss,"This flask is filled with a white liquid that turns into a quickly growing block of ice. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the flask as an improvised weapon. On a hit, the target takes 2d6 cold damage and becomes restrained by growing ice if the creature is Large or smaller. A creature can end this condition by using its action to make a DC 13 Strength check to break the ice. Any fire damage dealt to the ice ends the restrained condition immediately.",1000,,,,0,,
Potion,Bucket of Lard,"A large metal bucket full of solidified grease and fat. You must make a successful a DC 13 Constitution saving throw to successfully ingest this item. When you do, you have your movement reduced by half for 1d4 hours and gain 3d6 temporary hit points. ",1000,,,,0,,
Potion,Instant Comfort,"The instant comfort potion is a fast-acting relaxation potion that clears the mind. The potion is a white, murky looking liquid that tastes like sweet, frothy, candy. After you drink the potion, you have advantage on Constitution checks made to maintain concentration on a spell for the next 5 minutes.",1000,,,,0,,
Potion,Potion of the Sleepless Mind,"When you drink this potion, you do not need to sleep for the next 48 hours. Also, you cannot suffer from exhaustion as a result of a lack of sleep or similar spell effects.
Until the duration of the potion ends, you feel refreshed as though you had woken from a restful sleep. The potion does not have the same affect as if taking a short rest or long rest, nor does it effect the benefits you gain from such rests. ",1000,,,,0,,
Potion,Potion of Temporary Bardic Skill,"This potion gives you the ability to sing and play any instrument for 1d4 hours, or more precisely, it gives you proficiency with all instruments and advantage on Charisma (Performance) checks for the duration. It is highly looked down upon in the world of a musician and those found using it are highly discriminated. ",1000,,,,0,,
Potion,Potion of the Nineteen Realms,"This is a purple potion, a similar shade to blackberry cordial, drinking it will send you to another plane of existence. The drinker of the potion must succeed a DC 10 Wisdom saving throw or be sent to a different plane for what will feel like an eternity, but will really only be 6 seconds. Upon returning, they must succeed a DC 15 Charisma saving throw or contract one short-term madness.",1000,,,,0,,
Potion,Dancing Juice,"Dancing Juice is a special potion that exists only because there are people who get nervous whilst dancing. This potion gives you the knowledge of any dance that you need to learn, and allows you to perform it perfectly. You never forget the dance. ",1000,,,,0,,
Potion,Potion of Darkvision,"When you drink this potion, you gain the effect of the darkvision spell.",1000,,,,0,,
Potion,Potion of Light,"When you drink this potion, you magically emit bright light in a 5- to 30-foot radius and dim light for an additional number of feet equal to the chosen radius for 1 hour. You can alter the radius as a bonus action. This potion's white liquid flickers with light equivalent to a small candle, though it requires no air or fuel of any kind. ",1000,,,,0,,
Potion,Potion of Solace,"This potion's blue liquid reflects light, granting it a slight sheen. A spellcaster that drinks this potion regains one expended 1st level spell slot.",1000,,,,1,,
Potion,Potion of Minor Shielding,"Drinking this potion grants you 1d6 + 4 temporary hit points for 2 hours.
This potions is blue, and tiny bubbles are constantly forming on the bottom and traveling to the top.
",2000,,,,1,,
Potion,Potion of Euphoria,"When you drink this potion you experience a sense of euphoria. For 1 hour, you have advantage on Charisma checks and truesight to 120 feet, but disadvantage on Intelligence, Dexterity and Wisdom checks. ",1000,,,,1,,
Potion,Potion of Diminution,"When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.",1000,,,,1,,
Potion,Potion of Unknown Effect,A strange potion whose color seems to swirl and change. When consumed the potion takes on the effects of another potion. See https://www.dandwiki.com/wiki/Potion_of_Unknown_Effect_(5e_Equipment) for full list.,1000,,,,2,,
Potion,Magnifying Glass with Magnifying Glass Polishing Solution,"A magnifying glass and potion. When you polish your new magnifying glass with this potion, you have advantage on Intelligence (Investigation) checks made to investigate small objects for 10 minutes. ",1000,,,,2,,
Potion,Oil of Sharpness,"This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.",1000,,,,2,,
Potion,Potion of Climbing,"When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.",1000,,,,2,,
Potion,Potion of Giant Strength,"When you drink this potion, your Strength score changes for 1 hour. This potion is of the Hill Giant, so your strength becomes 21.",1000,,,,2,,
Potion,Potion of Healing,"When you drink this potion, you heal 2d4+2 hit points.",2000,,,,2,,
Potion,Unpotion,"An unpotion is filled with a vile black liquid, that tastes like perfectly seasoned cooked chicken.
When you drink the unpotion, any effects you have that have been caused by potions or poisons end immediately. In addition, you are immune to the effects of any and all potions or poisons that you imbibe, for the duration of 12 hours. ",1000,,,,3,,
Potion,Potion of Divination,"For 1 hour after you drink this potion, you are immune to the surprised condition. Additionally, once within that same hour, you can use your action to make a prediction about what lies briefly ahead. Choose a room you can see but haven't entered yet, a spherical area with a 30 foot diameter within 100 feet of you while outside, or the room or area you are currently in. You can make one of the following predictions about the location of your choice:
Predict Encounter
You can tell if the chosen location contains creatures. If there are creatures, you know where they are in the location, and the basics of what they are doing (Hiding, talking, fiddling with an object, etc. You don't learn any more precise information than that, like what a creature is saying for example.). If you tell other creatures this knowledge, they can't be surprised by the creatures either.
Predict Integrity
You can tell if the chosen location contains an environmental or structural hazard that wasn't put into the location on purpose. If there is one, you can tell how to avoid it (But not where it is).
Predict Trap
You can tell if the chosen location contains any traps. If there is one, you learn where the trigger mechanism for it is (But not what it is), if any.",1000,,,,3,,
Potion,Potion of Plant Growth,"By pouring a third of this potion on the ground, you have the ability to cast the plant growth spell three times, using the 1 action casting time only. If you haven't cast the spell using the 1 action casting time, meaning you haven't used any of the potion, you can instead use the 8 hour casting time option by using the entire potion at once. Regardless, any unused uses of the spell are lost when you finish a long rest. The potion is not for consumption. If you attempt to drink it, you must succeed on a DC 15 Constitution saving throw or be poisoned for 1 hour. ",1000,,,,3,,
Potion,Potion of Temporary Spellcasting,"When you drink this potion, you gain 3 temporary spell points. You may spend spell points to casts spells without consuming spell slots, at a rate of 1 spell point per spell level. You can only use spell points to cast spells at level you have spell slots for, but those spell slots can be expended. Spell points disappear after 1 hour of receiving them. ",1000,,,,3,,
Potion,Potion of Cow,"This white potion it is tangy and sour, and turns the user into a cow. You speak in moos, therefore, no one understands you. You gain 1d4 bonus to Strength and Charisma checks.",1000,,,,3,,
Potion,Potion of Rage,"This potion can be drunk as a bonus action, and upon drinking it, makes you go into a Rage, like a barbarian would. This does a few things. You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a +2 bonus to the damage roll. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can't cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven't attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. ",1000,,,,3,,
Potion,Oil of Slipperiness,"This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a 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 a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.",1000,,,,3,,
Potion,Potion of Giant Strength,"When you drink this potion, your Strength score changes for 1 hour. This potion is of the Frost Giant, so your strength becomes 23.",1000,,,,3,,
Potion,Potion of Greater Healing,"When you drink this potion, you heal 4d4+4 hit points.",1000,,,,3,,
Potion,Potion of Detect Thoughts,"When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it.",1000,,,,3,,
Potion,Potion of Speed,"When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.",1000,,,,3,,
Potion,Potion of Temporary Immortality,"When you drink this potion, the next 3 death saving throws you make are considered to have a roll of 20. The bottle's liquid gradually changes color to take every single color of the rainbow. Shaking the bottle fails to interrupt this process. ",1000,,,,4,,
Potion,Cream of Imperviousness,"The Cream of Imperviousness is a thick, white gel that can be rubbed on skin, granting it a glowing sheen. Affected areas become immune to slashing and piercing damage, as well as bludgeoning resistance for 2 hours. The skin cannot be broken from bludgeoning attacks, but bones are still vulnerable. In addition, liquids can cause the cream to wash off, degrading to slashing and piercing resistance on first exposure, then wearing off completely. The Cream also only comes in fairly small portions, only enough to completely cover a Tiny sized creature, which is enough to only cover 1/16th the surface area of a medium creature. ",1000,,,,4,,
Potion,Potion of Freezing,"As an action, you can splash the contents of the container onto a creature or object within 5 feet of you or throw the container up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature, treating the potion as an improvised weapon. On a hit, the target must make a DC 15 Constitution saving throw, taking 6d8 cold damage on a failed save, or half as much damage on a successful one. This potion's blue liquid is very cold and doesn't get hot, even if it is held in a fire. ",1000,,,,4,,
Potion,Potion of Life,"When you drink this potion, you gain the effect of the death ward spell for 1 minute. The potion's white liquid is dotted with blue figures that resemble angels in flight. ",1000,,,,4,,
Potion,Potion of Rapid Combat,"A potion of rapid combat is a simple vial of a teal looking liquid. When you drink it, you get the feeling of bravery. When you drink the potion, you gain one extra bonus action for each round of combat. The effect lasts for 1d6 hours. ",1000,,,,4,,
Potion,Potion of Survival,"For 24 hours after drinking this potion, you gain 30 temporary hit points, as well as advantage on death saving throws. This potion's red liquid is warm, and seems to have a heartbeat. The heartbeat stops when the bottle is opened. ",1000,,,,4,,
Potion,Potion of Flying,"When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it.",1000,,,,4,,
Potion,Potion of Giant Strength,"When you drink this potion, your Strength score changes for 1 hour. This potion is of the Fire Giant, so your strength becomes 25.",1000,,,,4,,
Potion,Potion of Giant Strength,"When you drink this potion, your Strength score changes for 1 hour. This potion is of the Cloud Giant, so your strength becomes 27.",1000,,,,4,,
Potion,Potion of Giant Strength,"When you drink this potion, your Strength score changes for 1 hour. This potion is of the Storm Giant, so your strength becomes 29.",1000,,,,4,,
Potion,Potion of Superior Healing,"When you drink this potion, you heal 8d4 + 8 hit points.",1000,,,,4,,
Potion,Potion of Supreme Healing,"When you drink this potion, you heal 10d4 + 20 hit points.",1000,,,,4,,
Potion,Potion of Invisibility,"This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.",1000,,,,4,,
Scroll,Prestidigitation.,"Cantrip. This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
You instantaneously light or snuff out a candle, a torch, or a small campfire.
You instantaneously clean or soil an object no larger than 1 cubic foot.
You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.",1000,,,,0,,
Scroll,Mending,"Cantrip. This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.
This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.",1000,,,,0,,
Scroll,Dancing Lights,"Cantrip. You create up to four torch-sized lights within range, making them appear as torches, lanterns, or glowing orbs that hover in the air for the duration. You can also combine the four lights into one glowing vaguely humanoid form of Medium size. Whichever form you choose, each light sheds dim light in a 10-foot radius.
As a bonus action on your turn, you can move the lights up to 60 feet to a new spot within range. A light must be within 20 feet of another light created by this spell, and a light winks out if it exceeds the spell’s range.",1000,,,,0,,
Scroll,Mage Hand,"Cantrip. A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.
You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.
The hand can’t attack, activate magic items, or carry more than 10 pounds.",1000,,,,0,,
Scroll,Sacred Flame,Cantrip. Flame-like radiance descends on a creature that you can see within range. The target must succeed on a Dexterity saving throw or take 1d8 radiant damage. The target gains no benefit from cover for this saving throw.,1000,,,,0,,
Scroll,Vicious Mockery,"Cantrip. You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.",1000,,,,0,,
Scroll,Bless,"Level 1 Scroll. You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.",1000,,,,1,,
Scroll,Charm Person,"Level 1 Scroll. You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.",1000,,,,1,,
Scroll,Command,"Level 1 Scroll. You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can’t follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.",1000,,,,1,,
Scroll,Disguise Self,"Level 1 Scroll. You make yourself—including your clothing, armor, weapons, and other belongings on your person—look different until the spell ends or until you use your action to dismiss it. You can seem 1 foot shorter or taller and can appear thin, fat, or in between. You can’t change your body type, so you must adopt a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to your outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel your head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
To discern that you are disguised, a creature can use its action to inspect your appearance and must succeed on an Intelligence (Investigation) check against your spell save DC.",1000,,,,1,,
Scroll,False Life,"Level 1 Scroll. Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.",1000,,,,1,,
Scroll,Feather Fall,"Level 1 Scroll. Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.",1000,,,,1,,
Scroll,Floating Disk,"Level 1 Scroll. This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, that floats 3 feet above the ground in an unoccupied space of your choice that you can see within range. The disk remains for the duration, and can hold up to 500 pounds. If more weight is placed on it, the spell ends, and everything on the disk falls to the ground.
The disk is immobile while you are within 20 feet of it. If you move more than 20 feet away from it, the disk follows you so that it remains within 20 feet of you. It can move across uneven terrain, up or down stairs, slopes and the like, but it can’t cross an elevation change of 10 feet or more. For example, the disk can’t move across a 10-foot-deep pit, nor could it leave such a pit if it was created at the bottom.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends.",1000,,,,1,,
Scroll,Mage Armor,"Level 1 Scroll. You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.",1000,,,,1,,
Scroll,Thunderwave,"Level 1 Scroll. A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed. In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.",1000,,,,1,,
Scroll,Barkskin,"Level 2 Scroll. You touch a willing creature. Until the spell ends, the target’s skin has a rough, bark-like appearance, and the target’s AC can’t be less than 16, regardless of what kind of armor it is wearing.",1000,,,,1,,
Scroll,Branding Smite,"Level 2 Scroll. The next time you hit a creature with a weapon attack before this spell ends, the weapon gleams with astral radiance as you strike. The attack deals an extra 2d6 radiant damage to the target, which becomes visible if it's invisible, and the target sheds dim light in a 5-foot radius and can't become invisible until the spell ends.",1000,,,,1,,
Scroll,Enhance Ability,"Level 2 Scroll. You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear’s Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull’s Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat’s Grace. The target has advantage on Dexterity checks. It also doesn’t take damage from falling 20 feet or less if it isn’t incapacitated. Eagle’s Splendor. The target has advantage on Charisma checks. Fox’s Cunning. The target has advantage on Intelligence checks. Owl’s Wisdom. The target has advantage on Wisdom checks.",1000,,,,1,,
Scroll,Hold Person,"Level 2 Scroll. Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.",1000,,,,1,,
Scroll,Invisibility,Level 2 Scroll. A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell.,1000,,,,1,,
Scroll,Levitate,"Level 2 Scroll. One creature or object of your choice that you can see within range rises vertically, up to 20 feet, and remains suspended there for the duration. The spell can levitate a target that weighs up to 500 pounds. An unwilling creature that succeeds on a Constitution saving throw is unaffected.
The target can move only by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if it were climbing. You can change the target’s altitude by up to 20 feet in either direction on your turn. If you are the target, you can move up or down as part of your move. Otherwise, you can use your action to move the target, which must remain within the spell’s range.",1000,,,,1,,
Scroll,Magic Weapon,"Level 2 Scroll. You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.",1000,,,,1,,
Scroll,Mirror Image,"Level 2 Scroll. Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates move with you and mimic your actions, shifting position so it’s impossible to track which image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight, such as blindsight, or if it can perceive illusions as false, as with truesight.",1000,,,,1,,
Scroll,Rope Trick (50-ft Rope Included),"Level 2 Scroll. You touch a length of rope that is up to 60 feet long. One end of the rope then rises into the air until the whole rope hangs perpendicular to the ground. At the upper end of the rope, an invisible entrance opens to an extradimensional space that lasts until the spell ends.
The extradimensional space can be reached by climbing to the top of the rope. The space can hold as many as eight Medium or smaller creatures. The rope can be pulled into the space, making the rope disappear from view outside the space.
Attacks and spells can’t cross through the entrance into or out of the extradimensional space, but those inside can see out of it as if through a 3-foot-by-5-foot window centered on the rope.
Anything inside the extradimensional space drops out when the spell ends.",1000,,,,1,,
Scroll,Shatter,"Level 2 Scroll. A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw. A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.",1000,,,,1,,
Scroll,Blink ,"Level 3 Scroll. Roll a d20 at the end of each of your turns for the duration of the spell. On a roll of 11 or higher, you vanish from your current plane of existence and appear in the Ethereal Plane (the spell fails and the casting is wasted if you were already on that plane). At the start of your next turn, and when the spell ends if you are on the Ethereal Plane, you return to an unoccupied space of your choice that you can see within 10 feet of the space you vanished from. If no unoccupied space is available within that range, you appear in the nearest unoccupied space (chosen at random if more than one space is equally near). You can dismiss this spell as an action.
While on the Ethereal Plane, you can see and hear the plane you originated from, which is cast in shades of gray, and you can’t see anything there more than 60 feet away. You can only affect and be affected by other creatures on the Ethereal Plane. Creatures that aren’t there can’t perceive you or interact with you, unless they have the ability to do so.",1000,,,,2,,
Scroll,Fly,"Level 3 Scroll. You touch a willing creature. The target gains a flying speed of 60 feet for the duration. When the spell ends, the target falls if it is still aloft, unless it can stop the fall.",1000,,,,2,,
Scroll,Gaseous Form,"Level 3 Scroll.
You transform a willing creature you touch, along with everything it’s wearing and carrying, into a misty cloud for the duration. The spell ends if the creature drops to 0 hit points. An incorporeal creature isn’t affected.
While in this form, the target’s only method of movement is a flying speed of 10 feet. The target can enter and occupy the space of another creature. The target has resistance to nonmagical damage, and it has advantage on Strength, Dexterity, and Constitution saving throws. The target can pass through small holes, narrow openings, and even mere cracks, though it treats liquids as though they were solid surfaces. The target can’t fall and remains hovering in the air even when stunned or otherwise incapacitated.
While in the form of a misty cloud, the target can’t talk or manipulate objects, and any objects it was carrying or holding can’t be dropped, used, or otherwise interacted with. The target can’t attack or cast spells.",1000,,,,2,,
Scroll,Haste,"Level 3 Scroll. Choose a willing creature that you can see within range. Until the spell ends, the target’s speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional action on each of its turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action.
When the spell ends, the target can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.",1000,,,,2,,
Scroll,Meld Into Stone,"Level 3 Scroll. You step into a stone object or surface large enough to fully contain your body, melding yourself and all the equipment you carry with the stone for the duration. Using your movement, you step into the stone at a point you can touch. Nothing of your presence remains visible or otherwise detectable by nonmagical senses.
While merged with the stone, you can’t see what occurs outside it, and any Wisdom (Perception) checks you make to hear sounds outside it are made with disadvantage. You remain aware of the passage of time and can cast spells on yourself while merged in the stone. You can use your movement to leave the stone where you entered it, which ends the spell. You otherwise can’t move.
Minor physical damage to the stone doesn’t harm you, but its partial destruction or a change in its shape (to the extent that you no longer fit within it) expels you and deals 6d6 bludgeoning damage to you. The stone’s complete destruction (or transmutation into a different substance) expels you and deals 50 bludgeoning damage to you. If expelled, you fall prone in an unoccupied space closest to where you first entered.",1000,,,,2,,
Scroll,Phantom Steed,"Level 3 Scroll. A Large quasi-real, horselike creature appears on the ground in an unoccupied space of your choice within range. You decide the creature’s appearance, but it is equipped with a saddle, bit, and bridle. Any of the equipment created by the spell vanishes in a puff of smoke if it is carried more than 10 feet away from the steed.
For the duration, you or a creature you choose can ride the steed. The creature uses the statistics for a riding horse, except it has a speed of 100 feet and can travel 10 miles in an hour, or 13 miles at a fast pace. When the spell ends, the steed gradually fades, giving the rider 1 minute to dismount. The spell ends if you use an action to dismiss it or if the steed takes any damage.",1000,,,,2,,
Scroll,Sleet Storm,"Level 3 Scroll. Until the spell ends, freezing rain and sleet fall in a 20-foot-tall cylinder with a 40-foot radius centered on a point you choose within range. The area is heavily obscured, and exposed flames in the area are doused.
The ground in the area is covered with slick ice, making it difficult terrain. When a creature enters the spell’s area for the first time on a turn or starts its turn there, it must make a Dexterity saving throw. On a failed save, it falls prone.
If a creature is concentrating in the spell’s area, the creature must make a successful Constitution saving throw against your spell save DC or lose concentration.",1000,,,,2,,
Scroll,Speak With Plants,"Level 3 Scroll. You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell’s area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the GM’s discretion. The spell doesn’t enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.",1000,,,,2,,
Scroll,Water Walk,"Level 3 Scroll. This spell grants the ability to move across any liquid surface—such as water, acid, mud, snow, quicksand, or lava—as if it were harmless solid ground (creatures crossing molten lava can still take damage from the heat). Up to ten willing creatures you can see within range gain this ability for the duration.
If you target a creature submerged in a liquid, the spell carries the target to the surface of the liquid at a rate of 60 feet per round.",1000,,,,2,,
Scroll,Confusion,"Level 4 Scroll. This spell assaults and twists creatures’ minds, spawning delusions and provoking uncontrolled action. Each creature in a 10-foot-radius sphere centered on a point you choose within range must succeed on a Wisdom saving throw when you cast this spell or be affected by it. An affected target can’t take reactions and must roll a d10 at the start of each of its turns to determine its behavior for that turn. d10 Behavior 1 The creature uses all its movement to move in a random direction. To determine the direction, roll a d8 and assign a direction to each die face. The creature doesn’t take an action this turn. 2–6 The creature doesn’t move or take actions this turn. 7–8 The creature uses its action to make a melee attack against a randomly determined creature within its reach. If there is no creature within its reach, the creature does nothing this turn. 9–10 The creature can act and move normally. At the end of each of its turns, an affected target can make a Wisdom saving throw. If it succeeds, this effect ends for that target.",1000,,,,2,,
Scroll,Blight,"Level 4 Scroll. Necromantic energy washes over a creature of your choice that you can see within range, draining moisture and vitality from it. The target must make a Constitution saving throw. The target takes 8d8 necrotic damage on a failed save, or half as much damage on a successful one. This spell has no effect on undead or constructs. If you target a plant creature or a magical plant, it makes the saving throw with disadvantage, and the spell deals maximum damage to it. If you target a nonmagical plant that isn’t a creature, such as a tree or shrub, it doesn’t make a saving throw; it simply withers and dies.",1000,,,,2,,
Scroll,Fabricate,"Level 4 Scroll. You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, and clothes from flax or wool.
Choose raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot cube, or eight connected 5-foot cubes), given a sufficient quantity of raw material. If you are working with metal, stone, or another mineral substance, however, the fabricated object can be no larger than Medium (contained within a single 5-foot cube). The quality of objects made by the spell is commensurate with the quality of the raw materials.
Creatures or magic items can’t be created or transmuted by this spell. You also can’t use it to create items that ordinarily require a high degree of craftsmanship, such as jewelry, weapons, glass, or armor, unless you have proficiency with the type of artisan’s tools used to craft such objects.",1000,,,,2,,
Scroll,Freedom of Movement,"Level 4 Scroll. You touch a willing creature. For the duration, the target’s movement is unaffected by difficult terrain, and spells and other magical effects can neither reduce the target’s speed nor cause the target to be paralyzed or restrained.
The target can also spend 5 feet of movement to automatically escape from nonmagical restraints, such as manacles or a creature that has it grappled. Finally, being underwater imposes no penalties on the target’s movement or attacks.",1000,,,,2,,
Scroll,Hallucinatory Terrain,"Level 4 Scroll. You make natural terrain in a 150-foot cube in range look, sound, and smell like some other sort of natural terrain. Thus, open fields or a road can be made to resemble a swamp, hill, crevasse, or some other difficult or impassable terrain. A pond can be made to seem like a grassy meadow, a precipice like a gentle slope, or a rock-strewn gully like a wide and smooth road. Manufactured structures, equipment, and creatures within the area aren’t changed in appearance.
The tactile characteristics of the terrain are unchanged, so creatures entering the area are likely to see through the illusion. If the difference isn’t obvious by touch, a creature carefully examining the illusion can attempt an Intelligence (Investigation) check against your spell save DC to disbelieve it. A creature who discerns the illusion for what it is, sees it as a vague image superimposed on the terrain.",1000,,,,2,,
Scroll,Polymorph,"Level 4 Scroll. This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. The spell has no effect on a shapechanger or a creature with 0 hit points.
The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn’t have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality.
The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious.
The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech.
The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.",1000,,,,2,,
Scroll,Stone Shape,"Level 4 Scroll. You touch a stone object of Medium size or smaller or a section of stone no more than 5 feet in any dimension and form it into any shape that suits your purpose. So, for example, you could shape a large rock into a weapon, idol, or coffer, or make a small passage through a wall, as long as the wall is less than 5 feet thick. You could also shape a stone door or its frame to seal the door shut. The object you create can have up to two hinges and a latch, but finer mechanical detail isn’t possible.",1000,,,,2,,
Scroll,Stoneskin,"Level 4 Scroll. This spell turns the flesh of a willing creature you touch as hard as stone. Until the spell ends, the target has resistance to nonmagical bludgeoning, piercing, and slashing damage.",1000,,,,2,,
Scroll,Antilife Shell,"Level 5 Scroll. A shimmering barrier extends out from you in a 10-foot radius and moves with you, remaining centered on you and hedging out creatures other than undead and constructs. The barrier lasts for the duration.
The barrier prevents an affected creature from passing or reaching through. An affected creature can cast spells or make attacks with ranged or reach weapons through the barrier.
If you move so that an affected creature is forced to pass through the barrier, the spell ends.",1000,,,,3,,
Scroll,Commune ,"Level 5 Scroll. You contact your deity or a divine proxy and ask up to three questions that can be answered with a yes or no. You must ask your questions before the spell ends. You receive a correct answer for each question.
Divine beings aren’t necessarily omniscient, so you might receive “unclear” as an answer if a question pertains to information that lies beyond the deity’s knowledge. In a case where a one-word answer could be misleading or contrary to the deity’s interests, the GM might offer a short phrase as an answer instead.
If you cast the spell two or more times before finishing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get no answer. The GM makes this roll in secret.",1000,,,,3,,
Scroll,Cone of Cold,"Level 5 Scroll. A blast of cold air erupts from your hands. Each creature in a 60-foot cone must make a Constitution saving throw. A creature takes 8d8 cold damage on a failed save, or half as much damage on a successful one. A creature killed by this spell becomes a frozen statue until it thaws.",1000,,,,3,,
Scroll,Dream,"Level 5 Scroll. This spell shapes a creature’s dreams. Choose a creature known to you as the target of this spell. The target must be on the same plane of existence as you. Creatures that don’t sleep, such as elves, can’t be contacted by this spell. You, or a willing creature you touch, enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can’t take actions or move.
If the target is asleep, the messenger appears in the target’s dreams and can converse with the target as long as it remains asleep, through the duration of the spell. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the spell early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the spell, the messenger knows it, and can either end the trance (and the spell) or wait for the target to fall asleep, at which point the messenger appears in the target’s dreams.
You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target’s sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.",1000,,,,3,,
Scroll,Flame Strike,"Level 5 Scroll. A vertical column of divine fire roars down from the heavens in a location you specify. Each creature in a 10-foot-radius, 40-foot-high cylinder centered on a point within range must make a Dexterity saving throw. A creature takes 4d6 fire damage and 4d6 radiant damage on a failed save, or half as much damage on a successful one.",1000,,,,3,,
Scroll,Geas,"Level 5 Scroll. You place a magical command on a creature that you can see within range, forcing it to carry out some service or refrain from some action or course of activity as you decide. If the creature can understand you, it must succeed on a Wisdom saving throw or become charmed by you for the duration. While the creature is charmed by you, it takes 5d10 psychic damage each time it acts in a manner directly counter to your instructions, but no more than once each day. A creature that can’t understand you is unaffected by the spell. You can issue any command you choose, short of an activity that would result in certain death. Should you issue a suicidal command, the spell ends. You can end the spell early by using an action to dismiss it. A remove curse, greater restoration, or wish spell also ends it.",1000,,,,3,,
Scroll,Mass Cure Wounds,Level 5 Scroll. A wave of healing energy washes out from a point of your choice within range. Choose up to six creatures in a 30-foot-radius sphere centered on that point. Each target regains hit points equal to 3d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.,1000,,,,3,,
Scroll,Seeming,"Level 5 Scroll. This spell allows you to change the appearance of any number of creatures that you can see within range. You give each target you choose a new, illusory appearance. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell.
The spell disguises physical appearance as well as clothing, armor, weapons, and equipment. You can make each creature seem 1 foot shorter or taller and appear thin, fat, or in between. You can’t change a target’s body type, so you must choose a form that has the same basic arrangement of limbs. Otherwise, the extent of the illusion is up to you. The spell lasts for the duration, unless you use your action to dismiss it sooner.
The changes wrought by this spell fail to hold up to physical inspection. For example, if you use this spell to add a hat to a creature’s outfit, objects pass through the hat, and anyone who touches it would feel nothing or would feel the creature’s head and hair. If you use this spell to appear thinner than you are, the hand of someone who reaches out to touch you would bump into you while it was seemingly still in midair.
A creature can use its action to inspect a target and make an Intelligence (Investigation) check against your spell save DC. If it succeeds, it becomes aware that the target is disguised.",1000,,,,4,,
Scroll,Blade Barrier,"Level 6 Scroll. You create a vertical wall of whirling, razor-sharp blades made of magical energy. The wall appears within range and lasts for the duration. You can make a straight wall up to 100 feet long, 20 feet high, and 5 feet thick, or a ringed wall up to 60 feet in diameter, 20 feet high, and 5 feet thick. The wall provides three-quarters cover to creatures behind it, and its space is difficult terrain.
When a creature enters the wall’s area for the first time on a turn or starts its turn there, the creature must make a Dexterity saving throw. On a failed save, the creature takes 6d10 slashing damage. On a successful save, the creature takes half as much damage.",1000,,,,4,,
Scroll,Circle of Death,"Level 6 Scroll. A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic damage on a failed save, or half as much damage on a successful one.",1000,,,,4,,
Scroll,Eyebite,"Level 6 Scroll. For the spell’s duration, your eyes become an inky void imbued with dread power. One creature of your choice within 60 feet of you that you can see must succeed on a Wisdom saving throw or be affected by one of the following effects of your choice for the duration. On each of your turns until the spell ends, you can use your action to target another creature but can’t target a creature again if it has succeeded on a saving throw against this casting of eyebite.
Asleep. The target falls unconscious. It wakes up if it takes any damage or if another creature uses its action to shake the sleeper awake.
Panicked. The target is frightened of you. On each of its turns, the frightened creature must take the Dash action and move away from you by the safest and shortest available route, unless there is nowhere to move. If the target moves to a place at least 60 feet away from you where it can no longer see you, this effect ends.
Sickened. The target has disadvantage on attack rolls and ability checks. At the end of each of its turns, it can make another Wisdom saving throw. If it succeeds, the effect ends.",1000,,,,4,,
Scroll,Flesh to Stone,"Level 6 Scroll. You attempt to turn one creature that you can see within range into stone. If the target’s body is made of flesh, the creature must make a Constitution saving throw. On a failed save, it is restrained as its flesh begins to harden. On a successful save, the creature isn’t affected.
A creature restrained by this spell must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this spell three times, the spell ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for the duration. The successes and failures don’t need to be consecutive; keep track of both until the target collects three of a kind.
If the creature is physically broken while petrified, it suffers from similar deformities if it reverts to its original state.
If you maintain your concentration on this spell for the entire possible duration, the creature is turned to stone until the effect is removed.",1000,,,,4,,
Scroll,Harm,"Level 6 Scroll. You unleash a virulent disease on a creature that you can see within range. The target must make a Constitution saving throw. On a failed save, it takes 14d6 necrotic damage, or half as much damage on a successful save. The damage can’t reduce the target’s hit points below 1. If the target fails the saving throw, its hit point maximum is reduced for 1 hour by an amount equal to the necrotic damage it took. Any effect that removes a disease allows a creature’s hit point maximum to return to normal before that time passes.
",1000,,,,4,,
Scroll,Heroes' Feast,"Level 6 Scroll. You bring forth a great feast, including magnificent food and drink. The feast takes 1 hour to consume and disappears at the end of that time, and the beneficial effects don’t set in until this hour is over. Up to twelve other creatures can partake of the feast.
A creature that partakes of the feast gains several benefits. The creature is cured of all diseases and poison, becomes immune to poison and being frightened, and makes all Wisdom saving throws with advantage. Its hit point maximum also increases by 2d10, and it gains the same number of hit points. These benefits last for 24 hours.",1000,,,,4,,
Scroll,Irresistable Dance,"Level 6 Scroll. Choose one creature that you can see within range. The target begins a comic dance in place: shuffling, tapping its feet, and capering for the duration. Creatures that can’t be charmed are immune to this spell.
A dancing creature must use all its movement to dance without leaving its space and has disadvantage on Dexterity saving throws and attack rolls. While the target is affected by this spell, other creatures have advantage on attack rolls against it. As an action, a dancing creature makes a Wisdom saving throw to regain control of itself. On a successful save, the spell ends.",1000,,,,4,,
Scroll,Sunbeam,"Level 6 Scroll. A beam of brilliant light flashes out from your hand in a 5-foot-wide, 60-foot-long line. Each creature in the line must make a Constitution saving throw. On a failed save, a creature takes 6d8 radiant damage and is blinded until your next turn. On a successful save, it takes half as much damage and isn’t blinded by this spell. Undead and oozes have disadvantage on this saving throw.
You can create a new line of radiance as your action on any turn until the spell ends.
For the duration, a mote of brilliant radiance shines in your hand. It sheds bright light in a 30-foot radius and dim light for an additional 30 feet. This light is sunlight.",1000,,,,4,,
Scroll,True Seeing,"Level 6 Scroll. This spell gives the willing creature you touch the ability to see things as they actually are. For the duration, the creature has truesight, notices secret doors hidden by magic, and can see into the Ethereal Plane, all out to a range of 120 feet.",1000,,,,4,,
Scroll,Wind Walk (Diminished),"You and up to ten willing creatures you can see within range assume a gaseous form for 3 minutes, appearing as wisps of cloud. While in this cloud form, a creature has a flying speed of 300 feet and has resistance to damage from nonmagical weapons. The only actions a creature can take in this form are the Dash action or to revert to its normal form. Reverting takes 1 minute, during which time a creature is incapacitated and can’t move. Until the spell ends, a creature can revert to cloud form, which also requires the 1-minute transformation.
If a creature is in cloud form and flying when the effect ends, the creature descends 60 feet per round for 1 minute until it lands, which it does safely. If it can’t land after 1 minute, the creature falls the remaining distance.",1000,,,,4,,
Weapon,Club,Simple melee weapon. Deals 1d4 bludgeoning damage. ,1000,,,,,,
Weapon,Dagger,"Simple melee weapon. Deals 1d4 piercing damage. Finesse, light, thrown (range 20/60).",1000,,,,,,
Weapon,Greatclub,"Simple melee weapon, two-handed. Deals 1d8 bludgeoning damage.",1000,,,,,,
Weapon,Handaxe,"Simple melee weapon. Deals 1d6 slashing damage. Light, thrown (range 20/60).",1000,,,,,,
Weapon,Javelin,Simple melee weapon. Deals 1d6 piercing damage. Thrown (range 30/120).,1000,,,,,,
Weapon,Light Hammer,"Simple melee weapon. Deals 1d4 bludgeoning damage. Light, thrown (range 20/60).",1000,,,,,,
Weapon,Mace,Simple melee weapon. Deals 1d6 bludgeoning damage.,1000,,,,,,
Weapon,Quarterstaff,Simple melee weapon. Deals 1d6 bludgeoning damage. Versatile (1d8).,1000,,,,,,
Weapon,Sickle,Simple melee weapon. Deals 1d4 slashing damage. Light.,1000,,,,,,
Weapon,Spear,"Simple melee weapon. Deals 1d6 piercing damage. Thrown (range 20/60), versatile (1d8).",1000,,,,,,
Weapon,Crossbow,"Simple ranged weapon. Deals 1d8 piercing damage. Ammunition (range 80/320), loading, two-handed.",4000,,,,,,
Weapon,Dart,"Simple ranged weapon. Dart 1d4 piercing damage. Finesse, thrown (range 20/60).",1000,,,1,,,
Weapon,Shortbow,"Simple ranged weapon. Deals 1d6 piercing damage. Ammunition (range 80/320), two-handed.",4000,,,1,,,
Weapon,Sling,Simple ranged weapon. Deals 1d4 bludgeoning damage. Ammunition (range 30/120).,1000,,,1,,,
Weapon,Battleaxe,Martial melee weapon. Deals 1d8 slashing damage. Versatile (1d10).,1000,,,,,,
Weapon,Flail,Martial melee weapon. Deals 1d8 bludgeoning damage.,1000,,,,,,
Weapon,Glaive,"Martial melee weapon. Deals 1d10 slashing damage. Heavy, reach, two-handed.",1000,,,,,,
Weapon,Greataxe,"Martial melee weapon. Deals d12 slashing damage. Heavy, two-handed.",1000,,,,,,
Weapon,Greatsword,"Martial melee weapon. Deals 2d6 slashing damage. Heavy, two-handed.",1000,,,,,,
Weapon,Halberd,"Martial melee weapon. Deals 1d10 slashing damage. Heavy, reach, two-handed.",1000,,,,,,
Weapon,Lance,"Martial melee weapon. Deals 1d12 piercing damage. Reach, special.",1000,,,,,,
Weapon,Longsword,Martial melee weapon. Deals1d8 slashing damage. Versatile (1d10).,1000,,,,,,
Weapon,Maul,"Martial melee weapon. Deals 2d6 bludgeoning damage.Heavy, two-handed.",1000,,,,,,
Weapon,Morningstar,Martial melee weapon. Deals 1d8 piercing damage.,1000,,,,,,
Weapon,Pike,"Martial melee weapon. Deals 1d10 piercing damage. Heavy, reach, two-handed.",1000,,,,,,
Weapon,Rapier,Martial melee weapon. Deals1d8 piercing damage. Finesse.,1000,,,,,,
Weapon,Scimitar,"Martial melee weapon. Deals 1d6 slashing damage. Finesse, light.",1000,,,,,,
Weapon,Shortsword,"Martial melee weapon. Deals d6 piercing damage. Finesse, light.",1000,,,,,,
Weapon,Trident,"Martial melee weapon. Deals 1d6 piercing damage. Thrown (range 20/60), versatile (1d8).",1000,,,,,,
Weapon,War Pick,Martial melee weapon. Deals 1d8 piercing damage.,1000,,,,,,
Weapon,Warhammer,Martial melee weapon. Deals 1d8 bludgeoning damage. Versatile (1d10).,1000,,,,,,
Weapon,Whip,"Martial melee weapon. Deals 1d4 slashing damage. Finesse, reach.",1000,,,,,,
Weapon,Blowgun,"Martial melee weapon. Deals 1 piercing damage. Ammunition (range 25/100), loading.",1000,,,1,,,
Weapon,Hand Crossbow,"Martial melee weapon. Deals 1d6 piercing damage. Ammunition (range 30/120), light, loading.",4000,,,1,,,
Weapon,Heavy Crossbow,"Martial melee weapon. Deals 1d10 piercing damage. Ammunition (range 100/400), heavy, loading, two-handed.",4000,,,1,,,
Weapon,Longbow,"Martial melee weapon. Deals 1d8 piercing damage. Ammunition (range 150/600), heavy, two-handed.",4000,,,1,,,
Weapon,Net,"Special weapon, thrown (range 5/15).",1000,,,,,,
Weapon,Magical focus,Magical focus.,5000,"Staff, Crystal, Orb, Rod, Wand, Amulet, Totem",,,,,