an old section of the universities dorms now taken over and used like a small store house for
and his once respectable buisness. if you can navagate the widning corridors of boxes filled wiht all kinds of meterials and strange substences you will eventualy find him more than likely sequesterd at the back of the shop working on some new incredably dangerous project.
name of item |
price |
how meany |
what it dose. |
Amulet of Health |
7,000gp |
1 |
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. |
Amulet of Proof against Detection and Location |
35,000gp |
1 |
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. |
Animated Shield |
6,000gp |
1 |
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
Bag of Holding |
2,500gp |
3 |
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened |
Chime of Opening |
3,000gp |
1 |
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless |
Winged Boots |
16,000gp |
1 |
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use. |
Wind Fan |
100gp |
4 |
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. |
Cloak of Billowing |
250gp |
1 |
While wearing this cloak, you can use a bonus action to make it billow dramatically. |
Lock of Trickery |
50gp |
6 |
This lock appears to be an ordinary lock (of the type described in chapter 5 of the Player’s Handbook) and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have disadvantage. |
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