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===Treasure and Magic=== :Household Strongbox: 827gp, 303sp (all used or claimed right now) :Kraken's Cover: 210gp, 24pp, jewled neckless :Iron ring? '''Treasure''' :13 random Books (might be worth something if sold) and 4 that have title/names (worth more?) :Leger of illegal items and diary of the daughter who dies. :Doll with Jade gemstone eyes (sold) :Alchemist book (volume I & II) [Eckanem] :Spellbook of necromancers [Eckanem] '''Magic Items''' :Long sword +1 [Zuri] :Half-Plate +1 [Charity] ::This armor weighs only 20lbs and does not impose disadvantage for Stealth or Athletics check to swimming :Half-Plate +1 [Borgar] ::This armor weighs only 20lbs and does not impose disadvantage for Stealth or Athletics check to swimming :Goggles Of Night [Federigo] ::Magic Item ImageWondrous item, uncommon ::While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. :Gloves Of Swimming And Climbing [Borgar] ::Wondrous item, uncommon (requires attunement) ::While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim. :Pearl Of Power ::Wondrous item, uncommon (requires attunement) ::While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. :Philosopher's Stone [Eckenam] ::Wonderous item, Rare (requires attunment) ::This gem stone has 6 charges. It recovers 1d6 charges at dawn each day. ::The user can use one of the charges to gain their Proficiency bonus to Arcana, History, Nature and Religion (if the already are proficiency with these skills they gain double their proficiency bonus) for the next hour. Or they can use a charge to gain the bonus for 8 hours if applied to only one of these skills. ::Can also cast the following spells... ::The user can use 1 charge to cast the following spell -- Comprehand Languages. ::The user can use 2 charges to cast the following spells -- Locate Object, See Invisbile ::The user can use 3 charges to cast the following spells -- Clairoyance, Sending ::Intelligence is your spell casting attribute for these spells. ::Provided one charge remained, the user is immune to diseasae. They also gain advance on saving throws vs. poison and resistance to any damage caused by poisons. But when the last charge was used, the stone disintegrated. :Pipes of Haunting [Zyran] ::Wondrous item, Uncommon (requires attunmebt) ::You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and exped 1 charge to create an errie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdon saving throw or become frightened of you for 1 minute. If you wish, all creatures in the the area that aren't hostile towards you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that has succeeds on a saving throw is immune t the effect of these pipes for 24 hours. The pipes regain `1d3 expended charges daily at dawn. :Ring of Weapons [Zyran] ::Wonderous item, Rare (requires attunement) ::As a bonus action is can create any one type of Simple or Martial Weapon to appears in the ring wearer's hand (either hand, ring wearer's choice). It cannot create missle weapons like bows or crossbows, but can make a javelin or other thrown weapons. All such created weapons disappear within 1 round after it leaves the hands of the ring wearer OR if the wearer uses a bonus action to create another weapon. These weapons are also magical weapons but grant no bonuses to attack or damage. Otherwise any weapon created appears to be just a normal weapon to casual observers. The ring wearer can also dismiss and weapon as a bonus action. :Spell Stone ::Wonderous Item. Rare (requires attunement to cast a spell into but not to case the spell(s) stored within the stone). ::The stone can store up to a singal 3rd levels spell at a time. Any creature who is attuned can Cast a Spell of Cantrip through 3rd Level into the stone by touching it as if the spell is cast. The spell has no Effect, other than to be stored in the stone. Casting Time one action or longer if the spell requires it. But minimum of 1 action even if the spell normally requires less time. :Wand Of The War Mage +1 [Eckanem] ::Wand, uncommon (requires attunement) ::While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. :Flame Tongue Cutlass. [Federigo] ::Weapn, rare (requires attumement) ::You can use a Bonus Action to speak this magic sword's Command Word "Ash", causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or sheathe the sword. ::Even when the sword counts as a magical weapon against targets that are resistant to non-magical damage. :Rapier? (is magical) :Bracers? (also magical) Potions: :Potion of Water Breathing (6) and Minor Healing (2) :Oil of Slipperiness :Potion of Diminution :Potion of Greater Healing and Potion of Superior Healing
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