Adventurers' Guild Collection

[OOC: Anyone may borrow any of the items on this list during sessions. Only one character may borrow a particular item at a time, and the owner always has first dibs when they're in the session.   Because every character participates in every downtime slot, and because each item can only be used by one person per downtime slot, do not assume you can borrow these items during downtime. Instead, always ask the owner directly before using them during downtime.   If you borrow something and don't return it, such as a potion that was used during the session, let Pi or Tucker know to remove it from this document.]  

Table of Contents

 

Magic Items

 

Blessed Celestine Pendant

  • On loan from Jene Dark, Patrick Smith, Robin Foster, and Russell
  • Not For Sale
  • View Details

    Blessed Celestine Pendant

    Wondrous Item

    Uncommon Requires Attunement

    The wearer knows the cantrips Light and Sacred Flame.


    Requires the Spellcasting class feature.


 
  • On loan from Patrick Smith
  • Not For Sale
  • View Details

    Blink Dagger

    Weapon

    Rare Requires Attunement

    Finesse, Light, Thrown (range 20/60), Bonus: +1

    This +1 dagger contains 3 charges, which reset after a long rest. As a bonus action, you may recall the dagger from within 60' back to an empty hand. You may throw the dagger as an attack on a creature or at an empty square within range. If you throw at an empty square, make an attack against an AC 10 in order for it to land in the right square; a missed attack will land in a random square adjacent to the target. On the turn you throw the dagger you may expend a charge to teleport to its location or expend two charges to teleport you and a willing ally to said location. Once you complete the teleport you may make a free melee weapon attack with this dagger with advantage.


    Weight: 1 lb

 

Crest of the Feywild

  • On loan from Stiks
  • For Sale
  • View Details

    Crest Of The Feywild

    Wondrous Item

    Rare

    Save DC: 18

    When used, invoke primecal forces to ensnare foes. As an action, you can cause spectral vines to spring up around each enemy within 10' of you that you can see. The creatures much succeed on a STR or DEX saving throw (its choice) or being restrained. While restrained, the creatures repeat the save at the end of each turn. On a success they are free.


    Once this crest is used, it is destroyed forever.


 

Dagger of Warning

  • On loan from Stiks
  • Not For Sale
  • View Details

    Dagger Of Warning

    Weapon

    Rare Requires Attunement

    Finesse, Light, Thrown (range 20/60), Bonus: +1

    This +1 dagger warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30' of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.


    Weight: 1 lb

 

Darkspore Mushroom Figure

  • 1 on loan from Russell
  • 1 on loan from Jene Dark, Patrick Smith, Robin Foster, and Russell
  • Not For Sale (either)
  • View Details

    Darkspore Mushroom Figure

    Wondrous Item

    Rare Requires Attunement

    The wearer knows the cantrips Infestation and Toll the Dead.


    Requires the Spellcasting class feature.


 

Diadem of the Diplomat

  • On loan from Jene Dark, Patrick Smith, Robin Foster, and Russell
  • Not For Sale
  • View Details

    Diadem of the Diplomat

    Wondrous Item

    Rare Requires Attunement

    Whenever you make a Persuasion, Deception, or Intimidation check, add you Wisdom modifier to the roll.


    Whenever you make an Insight or Perception check, add your Charisma modifier to the roll.


 

Ferethrane Anvil Charm

  • On loan from Russell
  • Not For Sale
  • View Details

    Ferethrane Anvil Charm

    Wondrous Item

    Uncommon Requires Attunement

    The wearer knows the cantrips Mending and Resistance.


    Requires the Spellcasting class feature.


 

Giant Slayer's Glaive

  • On loan from Argren Silveraxe
  • For Sale
  • View Details

    Giant Slayer's Glaive

    Weapon

    Rare Requires Attunement

    Heavy, Reach, Two-Handed, Bonus: +1

    When you hit a giant with this +1 glaive, the giant takes an extra 2d6 slashing damage and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.


    Weight: 6 lbs

 

Hellish Protector

  • On loan from Argren Silveraxe, Sir Elron Cartwright, Pale Moon, and Patrick Smith
  • For Sale
  • View Details

    Hellish Protector

    Shield

    Rare Requires Attunement

    Bonus: +1

    +3 AC


    As a reaction, you can create a barrier of protective flames 5' around you. The barrier has 50 hit points, and while it is active, you cannot use movement.


    All damage done to allies within the barrier, including yourself, is instead split, half to the barrier, and half to you. The damage type done to you is always fire, regardless of the damage done to the barrier. The barrier's health cannot be restored, and the damge done to it cannot be reduced. The barrier lasts until the wielder ends the effect as a free action or the barrier is reduced to 0 HP.


    Weight: 6 lbs

 

Luckstone

  • 1 on loan from Patrick Smith
  • 1 on loan from Russell
  • Not For Sale
  • View Details

    Luckstone

    Wondrous Item

    Rare Requires Attunement

    Bonus: +1

    While this polished agate is on your person, you gain a +1 bonus to Ability Chescks and Saving Throws.


 

Maul +1

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • For Sale
  • View Details

    +1 Maul

    Weapon

    Rare Requires Attunement

    +1, heavy, two-handed

    Type Damage Damage Range
    Martial Melee 2d6+1 Bludgeoning


 

Merfolk's Tear

  • On loan from Russell
  • Not For Sale
  • View Details

    Merfolk's Tear

    Wondrous Item

    Uncommon Requires Attunement

    While wearing this pendant, you can breathe underwater and you have a swimming speed of 40'.


 

Rapier +1

  • Donated by Monique, Pale Moon, Patrick, Russell, and Vincent Maze
  • For Sale
  • View Details

    +1 Rapier

    Weapon

    Rare Requires Attunement

    +1, finesse

    Type Damage Damage Range
    Martial Melee 1d8+1 Piercing


 

Ring of Knock

  • On loan from Monique, Pale Moon, Patrick, and Russell
  • Not For Sale
  • View Details

    Ring of Knock

    Wondrous Item

    Rare

    3 charges

    The wearer of this ring can cast the Knock spell with a range of 5'. The ring has 3 charges. Once used the ring is destroyed.


 

Ring of the Ram

  • On loan from Jene Dark
  • Not For Sale
  • View Details

    Ring of the Ram

    Ring

    Uncommon Requires Attunement

    1 charge (restored at dawn)

    While wearing the ring you can expend a charge to attack a creature within 60'. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.


    Alternatively, you can expend the ring's charge as an action to try to break an object you can see within 60' of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.


 

Rod of Rulership

  • On loan from Patrick Smith
  • For Sale
  • View Details

    Rod of Rulership

    Rod

    Rare Requires Attunement

    You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120' of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by your for 8 hours.


    While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way.


 

Shield of the Sentinel

  • On loan from Russell
  • Not For Sale
  • View Details

    Shield of the Sentinel

    Shield

    Uncommon Requires Attunement

    Bonus: +1

    +3 AC


    While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks.


    Weight: 6 lbs

 

Shield of the Warleader

  • On loan from Jene Dark, Patrick Smith, Robin Foster, and Russell
  • Not For Sale
  • View Details

    Shield of the Warleader

    Shield

    Epic Requires Attunement

    +2 AC


    You gain an additional +1 AC for each ally within 5' of you, up to a maximum additional bonus of +3.


    Once per long rest, as an action, you can command an ally to make an attack against a creature they are within range of. If you are within 5' of that creature, your ally makes the attack with advantage.


    Weight: 6 lbs

 

Sigil of Death

  • On loan from Jene Dark, Patrick Smith, Robin Foster, and Russell
  • [OOC: This should probably only be spent in an encounter using the "increased stake rules".]
  • Not For Sale
  • View Details

    Sigil of Death

    Wondrous Item

    Uncommon

    When you drop to 0 hit points you may as a reaction destroy the Sigil of Death to activate it. You fall unconscious but are stable, as if you had passed all your death saving throws.


    If you use this in an encounter with the "increased stake rules", you suffer no long-term penalty from this fall.


 

Studded Leather of Cold Resistance

  • On loan from Argren Silveraxe, Sir Elron Cartwright, Pale Moon, and Patrick Smith
  • For Sale
  • View Details

    Studded Leather of Cold Resistance

    Armor

    Rare Requires Attunement

    Light, AC: 12 + Dex

    Grants wearer resistance to Cold damage.

    Type AC STR Req. Stealth Dis.
    No


    Weight: 13 lbs

 

Wind Fan

  • On loan from Russell
  • Not For Sale
  • View Details

    Wind Fan

    Wondrous Item

    Uncommon

    Save DC: 13

    While holding this fan, you can use an action to cast the Gust of Wind spell from it. Once used, the fan shouldn't be used again until after a long rest. Each time it is used again before then, it has a cumulative 20% chance of not working and tearing into useless, nonmagical tatters.


 

Consumables

 

Major Striking Oil

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • View Details
    • Oil
    • Rare
    • The holder may take 1 minute to apply the oil to a slashing or piercing weapon or 5 ammunition. For 1 hour, the coated item is magical and has a +2 bonus to attack and damage rolls.

 

Minor Striking Oil

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • View Details
    • Oil
    • Uncommon
    • The holder may take 1 minute to apply the oil to a slashing or piercing weapon or 5 ammunition. For 1 hour, the coated item is magical and has a +1 bonus to attack and damage rolls.

 

Oil of Slipperiness

  • 1 donated by Patrick Smith
  • 1 donated by Jene Dark, Patrick Smith, Robin Foster, and Russell
  • View Details
    • Oil
    • Uncommon
    • After taking 10 minutes to cover a medium or smaller creature this oil grants the Freedom of Movement spell. The oil can also be poured on the ground covering a 10-foot square in order to replicate the spell Grease.

 

Potion of Diminuation

  • Donated by Patrick Smith
  • View Details
    • Potion
    • Rare
    • Holder may use an action to drink the potion to half its size in all dimensions, and its weight is reduced to one-eighth of normal for 1 hour. This reduction decreases its size by one category: from Medium to Small, for example.

      Until the spell ends, the target also has disadvantage on Strength checks and Strength saving throws. The target's weapons also shrink to match its new size. While these weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).

 

Potion of Flying

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • View Details
    • Potion
    • Uncommon
    • 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.

 

Potion of Growth

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • View Details
    • Potion
    • Rare
    • Holder may use an action to drink the potion to double its size in all dimensions, and its weight is multiplied by either for 1 hour. This growth increases its size by one category—e.g. from Medium to Large. If there isn't enough room for the target to double its size, the creature or object attains the maximum possible size in the space available.

      Until the spell ends, the target also has advantage on Strength checks an Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attacks with them deal 1d4 extra damage.

 

Potion of Invisibility

  • Donated by Jene Dark, Patrick Smith, Robin Foster, and Russell
  • View Details
    • Potion
    • Epic
    • Holder may use an action to drink the potion and become invisible for 10 minutes. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

 

Potion of Rope Trick

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • View Details
    • Potion
    • Uncommon
    • One end of the rope then rises into the air from the potion. At the upper end of the rope, and invisible entrance opens to an extradimensional space that lasts until the spell ends. The space can be reached by climbing up 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. Anything inside the space drops out when the spell ends.

 

Reactive Weapon Oil

  • Donated by Patrick Smith
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    • Oil
    • Uncommon
    • The holder may take 1 minute to apply the oil to a weapon. For 1 hour, the coated item is magical and it can be used to make 1 free attack of opportunity each turn that does not count as your reaction.

 

Righteous Potion

 

Scroll of Daybreak

  • Donated by Stiks
  • View Details
    • Wonderous Item
    • Rare
    • Grants the user one use of the spell Daybreak.
 

Scroll of Maelstrom Avatar

  • Donated by Stiks
  • View Details
    • Wonderous Item
    • Rare
    • Grants the user one use of the spell Maelstrom Avatar.
 

Scroll of Nystul's Magic Arua

  • Donated Anonymously
  • View Details
    • Wonderous Item
    • Rare
    • Grants the user one use of the spell Nystul's Magic Aura.
 

Spell Treatises

Anyone who can cast spells may consume a spell treatise to learn the spell on it. If they know a limited number of spells, this replaces one of the spells they previously knew. If they prepare spells, this gets added to the list they can prepare from. Additionally, wizards may copy a spell into their spellbook from a treatise, paying the gold required to copy a spell; this does not consume the treatise.  

Propelling Blast

  • Donated by Monique, Pale Moon, Patrick, and Russell
  • View Details

    Homebrew

    Propelling Blast

    2-level Evocation

    Casting Time: 1 reaction
    Range/Area: 5 ft
    Components: Somatic
    Duration: Instantaneous
    Attack/Save: Dexterity

    When another creature enters a space within 5 feet of you, you can unleash a blast of force. The triggering creature must make a Dexterity saving throw or is pushed 20 ft away from you and falls prone. On a success, the creature is pushed half as far and doesn't fall prone. If the target hits and immovable object, its movement stops and it takes 1d10 force damage for every 10 ft left. If they hit another creature, both creatures take the damage and fall prone.

    At higher levels:

    When you cast this spell using a spell slot of 3rd level or higher, the distance a creature is pushed increases by 10 feet for each slot level above 2nd.

 

Enhance Familiar

  • Donated by Jene, Pale Moon, Patrick, Robin, and Stiks
  • View Details

    Homebrew

    Enhance Familiar

    3-level Transmutation

    Casting Time: 1 action
    Range/Area: 30 ft
    Components: Verbal, Somatic, Material
    Duration: 1 minute

    You empower your familiar, allowing it to grow into a medium sized creature. It gains 34 hit points as well as a +5 bonus to hit, +10 to damage, and the damage it deals counts as magic damage. These effects last for 1 minute. Once reduced to 0 hit points, it reverts to being a normal familiar, any additional damage does not carry over.

 

Tools

 

Other

 

Abyssal Pearl

  • Donated by Jene, Pale Moon, Patrick, Robin, and Stiks
  • For Sale
  • View Details

    Abyssal Pearl

    Trade Good

    Varies

    Abyssal Pearls are found only in the deep parts of the ocean, dredged up by specialized fishing ships. If a deep sea dredger finds an abyssal pearl in their catch, retirement is well at hand.

    Cost: 10,000
    Weight: 1lb


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