Temple, Village or Hamlet
Items
Adventuring Gear
- Holy Symbol, Amulet (5 GP)
- Holy Symbol, Emblem (5 GP)
- Holy Symbol, Reliquary (5 GP)
- Holy Water (25 GP) - As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged Attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes 2d6 radiant damage. A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 GP worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
- Incense (1 Block) (1 SP)
- Potion of Healing (50 GP) - Drinking the potion restores 2d4 + 2 HP.
- Blessing (10 GP) - For the next 24 hours, you can add 1d4 to one attack roll, ability check, or saving throw or deal an extra 1d4 radiant damage to a hit with a weapon attack
- Cure Wounds (Level 1) (25 GP)
- Lesser Restoration (50 GP)
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