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Sample file CREDITS Designer: Kyle Wagner-Totty Editor: Ryan Langr Template: Simple Microsoft Word Template by Laura Hirsbrunner Interior Illustrators: Publisher’s Choice Quality Stock Art © Rick Hershey / Fat Goblin Games Special Thanks: Reddit: for help with ideas, suggestions, and encouragement! Meghan Wagner-Totty: for providing constant encouragement and being my awesome wife! Laura Hirsbrunner: for helping with the cover and introducing me to the DM’s guild community! David Flor: for suggesting to get an editor and being a source of inspiration! Disclaimer: Scribe, the head researcher, does not claim responsibility for what your party does with these magical items. Such examples are: Cutting dimensional holes in shields to shoot out of, taking down your BBEG faster than you expected, crashing an airship into said BBEG base, selling magic items for the actual magic items they want, and overall being far more powerful than you expected. DUNGEONSSample & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all otherfile Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. pp This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild. All other original material in this work is copyright 2020 by Kyle Wagner-Totty and published under the Community Content Agreement for Dungeon Masters Guild. 1 TABLE OF CONTENTS Credits .................................................................................... 1 Table of Contents.................................................................. 2 The Lost Vaults ..................................................................... 3 Alchemical Formulas ........................................................... 3 Potions .................................................................................. 5 Reagents ................................................................................ 7 Enchanted Whetstones ........................................................ 8 Enchanted Equipment .......................................................... 9 Magic Armors ....................................................................... 9 Magic Weapons ................................................................... 22 Holy Symbols ...................................................................... 37 Orbs ...................................................................................... 42 Rods ..................................................................................... 46 Staffs .................................................................................... 49 Wands .................................................................................. 54 Shields and Bracers ............................................................ 55 Companion Items ............................................................... 63 Mount Items ....................................................................... 64 Feet Items ............................................................................ 65 Hand Items .......................................................................... 72 Head Items .......................................................................... 77 Neck Items .......................................................................... 83 Ring Items ........................................................................... 89 Waist Items ......................................................................... 95 Wonderous Items ............................................................... 99 Battle Standards ............................................................... 109 Other Consumables ............................................................ 111 Artificer’s Replicate Magic Items ..................................... 113 Loot Tables ......................................................................... 114 Magic item Tables: ........................................................... 129 Change Log ......................................................................... 139 Sample file 2 THE LOST VAULTS Alchemist Fire/Acid/Frost. (cost 50 GP) These pots of mixed chemicals have different reactions when introduced into hought lost to time, these hordes of magical the air. This is a useful item for those who wish to deal elemental items and recipes have been rediscovered and damage but lack access to spells. shared with the world once more! While some of Range: 20/60 feet the items only have narrow use, there is a little bit As an action, make an improvised thrown weapon attack. On forT everyone. These old fourth edition magical items have been a hit, the pot breaks on the creature and the contents spill out. converted to fifth edition. Please enjoy! This pot deals 1d10 frost, acid, or fire damage, depending on the type of pot. Alchemical Silver. (cost 75 GP) This is a flask of specially treated quicksilver that binds to items that touch it. As an action, you can coat five pieces of ammunition or one weapon to give that weapon the silvered property for means of bypassing resistances. The silver wears off after 1 hour. Beastbane. (cost 35 GP) This hollow tube is decorated with animals, and is filled with alchemical powders that ward off all but the most terrible of beasts in the world. As an action, you can ALCHEMICAL snap the tube, and release the powders into the air, creating a 10- foot radius sphere of dust around you. Any beast-type creature FORMULAS that enters or ends their turn in the sphere must make a DC 13 hese are meant to expand upon the currently Wisdom saving throw or be frightened of the area until the area limited lower level alchemical selection available ends. This cloud lasts 1 minute; or 1 round within the presence of to parties. These were previously found within the moderate or strong winds. Adventures Vault, and have been modified in Blastpatch. (cost 50 GP) These crystals contain large amounts Torder to help fit within fifth edition. These can also be easily of force within them. As an action, you can place or hide a modified to fit the Artificer’s Alchemist subclass to give them a blastpatch to cover a 5-foot-square area on the ground. When a wider selection of bottles to throw! If you are considering giving creature steps on the blastpatch, they must make a DC 13 these to an Artificer Alchemist, consider allowing them to change Dexterity saving throw. On a failed save, they take 2d8 force the save DC for these items. damage, or half on a successful save. Blinding Bomb. (cost 65 GP) This small hand-held bomb of flash powder creates blinding light upon a solid impact. Range: 20/60 feet As an action you can throw the bomb to create a 5-foot radius sphere of blinding light centered at the point of impact. All creatures in the area must make a DC 13 Constitution saving throw or be blinded until the end of their next turn. Bloodstinger Poison. (cost 100 GP) An enhanced poison made from insects, this lingering poison is more powerful. Using an Sample file action, you can coat a single weapon or five pieces of ammunition, which lasts 1 minute. When a creature is hit with a poisoned weapon, they must succeed on a DC 10 Constitution saving throw or take 1d4 poison damage. At the end of each of 3 their turns, they must repeat the saving throw, taking another 1d4 poison damage on a failure, or ending the effect on themselves on Jolt Flask. (cost 60 GP) This fairly common looking flask of a success or at the end of 1 minute . black swirling liquid contains a nasty surprise. Range: 20/60 feet Clearsense Powder. (cost 75 GP) This extremely fine silver When the flask is thrown and breaks, it creates a 5-foot-radius powder has medical properties that restore your primary senses. sphere of concussive force centered at the point of impact. All As an action, you can inhale a pinch of this dust to make a saving creatures in the area must succeed on a DC 13 Constitution throw to end the effects of the blinded and deafened conditions saving throw or become stunned until the end of their next turn. with advantage. Each pouch contains 3 uses each. Lockburst Chalk. (cost 75 GP) Narrow and long, this piece of Clearwater Solution. (cost 60 GP) This gelatin-like white tab chalk can expand rapidly when broken off at one end, and can be dissolves quickly in liquids and helps to remove anything used to bypass locks. When inserted into a lock and broken, you harmful. It can even purify the strongest of dwarven ales. When may make a Dexterity check as if you were proficient with applied to a body of water no bigger than a 5 feet cubed (935 thieves’ tools. On success, the lock is opened and destroyed. On a gallons), it will remove all diseases, poisons, and impurities from failed save, you are unable to open the lock for one hour, due to it, leaving clean water. If used on a body of water big the expansion of the chalk in the hole. Dragonfire Tar. (cost 75 GP) A green tar that is covered to Salve of Slipperiness. (cost 50 GP) This foul smelling green- protect the user from its highly sticky and flammable nature, this black oil can be used in order to escape from restraints. As an is a very dangerous substance to throw at any creature or wooden action, you can apply it to your body. For the next five minutes, building. creatures have disadvantage on Strength (Athletics)