Spis treści
WEAPONS.................................................................................................................................2
ARMOUR...................................................................................................................................3
POTIONS....................................................................................................................................4
MAGIC SCROLLS.....................................................................................................................6
AMMUNITION..........................................................................................................................6
WONDEROUS ITEMS..............................................................................................................7
WANDS....................................................................................................................................11
UTILITY...................................................................................................................................15
Ioun Stone (1000 rare, 3000 very rare, legendary 15 000gp)...................................................16
MAGICAL ENCHANTMENT
WEAPONS
Weapon Enchantment +1 : 1 000 gp
Weapon Enchantment +2 : 5 000 gp
Weapon Enchantment +3 : 15 000 gp
Weapon Enchantment +4 : 50 000 gp
PC can choose if the weapon damge is tread us: Magic(force) xyz/ Holly(radiant)
/Unholly(Necrotic)
Additional Damage die : 1 500 gp 2000 - 3000 if of particular element damage type.
Additional Two Damage die: 15 000 gp or 20 000 - 30 000 if of particular element damage
type.
Additional Three Damage die : 65 000 gp / 80 000 - 100 if of particular element damage
type).
UPGRADES TO NOT STACK ( you cant buy +1 additional die and then +2 additional die to
have three in total additional dies!)
WEAPONS PROPERTIES :
Keen/Sharp (Critical damage on 19-20, but 19 is NOT an auto hit) : 5 000 gp
Returning: 750 gp (at the end of combat Turn, weapon you threw, will magicly come back to
your hand. As a reaction one creature can make DC25 dex save to try and grab it).
Finesse: 750 gp (gm tread carfully)
Reach: 750gp ( can be addec only on melle weapons that do not posses this feature.)
Etheral: 1000 gp (can hit wtheral creatures without problem).
Destroyer of Undead: 2000 gp – every undead hited by this weapon must make CON save
DC14 or it is destroyed. CR15 Undead creature are unaffected.
Weapon of warning: 10 000gp
Spell in weapon or In item. (One use per long rest!!!):
Cantrip – 750 gp
Spell level 1 – 1 500 gp
Spell level 2 – 4 500 gp
Spell level 3 – 9 000 gp
ARMOUR
Armour +1 : 2 000 gp
Armour +2 : 8 000 gp
Armour +3 : 50 000 gp
Shield +1 : 1 500 gp
Shield +2 : 5 000 gp
Shield +2 : 50 000 gp
Animated shield 10 000gp
ARMOUR Properties:
No Stealth Disadvantage : Light 500 gp, Medium 2 000 gp, Heavy 5 000gp
Setting max Allowed in each type of armour:
Medium armour: +1 maks dex moddif: 2 000 gp
Medium armour: +2 maks dex moddif: 4 000 gp
Heavy armour: +1 maks dex : 4 000 gp
Heavy armour: +2 maks dex : 8 000 gp
+2 do attribute: 30 000 gp ONLY ONCE!!!
Armour of Invulnerability : 18 000 gp
Resistance to one type of dmg:
Fire 15 000gp,cold 17 000, acid 17 000, lighting 18 000, thunder 19 000, Phsycic 16 000
Holly 17 000, Unholy 17 000
POTIONS
HEALING POTION
Basic 10 hp - 50 gold
Greater 15 hp - 75 gold
Superior 20 hp - 250 gold
Supreme 40 hp - 1000 gold
TRHOWING RULES: you can throw a concotion up to 9m. You roll to hit (dexterity range
attacke) , or you can Spill the Concotion in 5 feet from you ( you will have advantage die on
range attack, thanks to that).
Holly water (25gp – 2d6dmg) or (250 gp 4d10 dmg)
Alchemyst Fire (100 gp– 2d6 dmg or (750 gp -4d10 dmg)
Acid Flask (100 gp-3k4 acid damage) or (750 gp - 5k8 acid damage)
Flask Of Grease (150) / (500) / (1500 Gold) [DC 12 / 14 / 18 on dexterity saving throw]
Flask of darkaness (500 gp) – Darkness spell – 10 turnsns
Potion of +2 Strenght / +2 Dexterity / +2 Consittution (500 gp) (10 turns)
Oil of Slipperiness (250 gp) – 8h freedom of movment spell
Potion of Invisibility (750 gp)- 1h, invisibility spell
Potion of Speed (1500 gp) 10 turns, Haste Spell
Potion of Growth (275gp) – Enlarge person spell
Potion of Ressistance from Element xyz (1200 gp) – 1h
Potion of Shield of faith (350 gp) - 10 minutes (ac +2)
Potion of Protection from good and evil (400 gp) - 10 minutes
Potion of Blurr (350 gp) - 10 turns
Potion of Barkskin (500 gp) - 1h
Antitoxin (50 p)(adv on saving throws against poisons) – 1h
Potion of Neutralize poison (750 gp)
Miksturnsa Remove Fear (50 gp)
Miskturnsa Remove Paralysis (50gp)
Potion of courage (100gp) – 1h, Immunity to fear
potion pass without trace (750gp)– 6h
Potion remove Disease (150 gp)
Potion remove Curse (1000 gp).
Potion of breathing under water (150 gp) – 12h
Potion of Water walk (750 gp)- 6h
Potion Of darkvission (50gp) – darkvision, 1h, 60 feet
Philter of Love (750 gold)
Potiom of Jump (250 gp) – 10 minutes – spell jump
Potion of Climbing (50 Gold) (walking speed=climbing speed + adv on climbing checks)
Potion of Spider Climb (150 gp) 10 minutes, spider climb spell
Potion of Invulnerability (3,840 gp) (resistance all dmg for 10 turns)
Oil of Etherealness (2 000gp)
Potion of Heroism (500gp) 10 turns 5temp. hit points, heroism spell
Potion of Vitality (it removes any exhaustion you are suffering and cures any disease or
poison affecting you. For the next 24 hours, you regain the maximum number of hit points
for any Hit Die you spend.) (2 500gp)
Potion of Fire Breath (150gp)
Potion of cold Breath (200gp)
Potion of acid Breath (250gp)
Potion of lighting Breath (300gp)
MAGIC SCROLLS
Level 1: 25 - 50 Gp
Level 2: 100 - 250 gp
Level 3: 375 - 875 gp
Level 4: 700 - 1 200 gp
Level 5: 1 250 - 2 000+ gp
Level 6: 1 650 - 3 000+ gp
Level 7: 3 000 - 9 000+ gp
Level 8: 4000 - 12 000+ gp
Level 9: 10 000 - 100 000+ gp
AMMUNITION
Ammunition +1 dmg (10) (100 gp)
Ammunition +1k4 fire dmg (10) (200 gp)
Ammunition +1k4 cold/acid dmg (10) (250 gp)
Ammunition +1k4 thunder/sonic dmg (10) (300 gp)
Arrows od sleep (5) 750gp (5d8 sleep spell, but only creature hited is influence by the spell)
Arrow of Slaying xyz (each) 1000gp very fucking rare, and arrow has to be specied!!!.
WONDEROUS ITEMS
(AC bonus from Ring and cloack of protection do not sum up).
Ring of protection +1 : (1 500gp) +1AC, +1 do Saving Throws
Ring of protection +2 (15 000gp) +2AC, +2 do Saving Throws
Ring of protection +3: (50 000gp) +3AC, +3 do Saving Throws
Ring of evasion (12 500 gp)
(This ring continually grants the wearer the ability to avoid damage as if she had evasion.
Whenever she makes a Dexterity saving throw to determine whether she takes half damage, a
successful save results in no damage.)
Ring of telekinesis (80 000 gp)
Ring of feather fall (2200) gp : postać upada 60 feetów na ture I nie otrzymuje dmg od
upadku.
Ring of spell storing (24 000gp)
Ring of jumping (2 500gp)
Ring longstrider (3 500gp)
Ring of Swimming (2 500gp)
Ring of Water Walking ( 1 500gp)
Ring of mind shielding(16 000 gp)
Ring of invisibility ( 20 000gp)
Ring of Spell Storing (64 000gp)
Ring of Spell Turning (80 000gp)
Ring of ram (35 000gp)
Ring of Shooting Stars (38 000gp)
Ring of Free Action (32 000gp)
Ring of Animal Influence (11 000gp)
Ring of Regeneration (12 000gp)
Platinium Ring (2 500) gp : once per day for 1h – your friend will have have feature:
ressistance to all damage, But you take the other half of damage.
Periapt of Wound Closure (5 000 gp)
Periapt of Proof Against Poison (5 000gp)
Amulet of Concetration 7 500 gp : +1 to concentration limit.
Necklace of Adaption (2 500gp)
Amulet of blindsight 10feet/20 /30/40/60 ( 10 000/ 20 000/ 40 000/ 80 000/ 120 000gp).
Amulet of Proof Against Detection and Location ( 53 000gp)
Amulet of Health (21 000gp) (Constitution score is set on 19)
Talisman of Ultimate Evil( 165 000gp)
Talisman of Pure Good(190 000gp)
Cloack of protection +1 : (1 500gp) +1AC, +1 do Saving Throws
Cloack of protection +2: (7 500gp) +2AC, +2 do Saving Throws
Cloack of protection +3: (30 000gp) +3AC, +3 do Saving Throws
Cloack of arachnida (14 000gp)
Cape of mountbank(10,800gp)
Cloak of Nymph (+2 CHA. Max20) (5 500gp)
Cloak of Bat (11 000 gp)
Cloak of the manta ray (6 000gp)
Cape of water breathing (3 000gp)
Cloak of Invisibility (80 000gp)
Cloak of Elvenkind (5 000gp)
Cloak of Displacement (60 000gp)
Mantle of Spell Resistance (30 000gp)
Wings of flying ( 5 000gp)
Robe of eyes (15 000gp)
The robe lets you see in all directions, and you have advantage on Wisdom
(Perception) checks that rely on sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out
to a range of 120 feet.
Robe of Scintillating Colors (6 000gp)
Robe of Stars (160 000gp)
Robe of the Archmagi (90 000gp)
Robe of Useful Items (15 special patches) ( 80 000gp)
Buty szybkiego kroku (850) : +10 feet to your basic movement
Buty skoku (1 500) : postać jest pod wpływem zaklęcia jump.
Slippers of spider climbing (5 000 gp)
Boots of winterland (10 000gp)
Winged Boots (8 000gp)
Boots of Levitation (4 000gp)
Boots of Speed (4 000gp)
Boots of elvenkind (2 500 gp)
(While you wear these boots, your steps make no sound, regardless of the surface you are
moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving
silently).
Bracers of Defense (6 000 gp)
Braces of archery (2 500gp)
Gauntlets of Ogre Power (19str) (8 000gp)
Gloves of Missile Snaring (3 000gp)
Gloves of Thievery (5 000gp)
Gloves of Swimming and Climbing (2 000gp)
Googles of true seeing (150 000gp) 120feet true sight
Headband of intellect (INT 19) ( 7000 gp)
Headband of Wisdom (WIS 19) ( 8 500 gp)
Circlet of Blasting (1 500gp)
Goggles of Night (1000gp) : darkvision +60 feet
Eyes of the eagle (2 500gp)
Helm of Comprehend Languages (1 500gp)
Hat of Disguise (5 000gp)
Belt of Giant Strength (STR 21) (12 000 gp)
WANDS
Wand of magick missiles (1 000 gp)
(This wand has 10+1d10 Charges. While holding it, you can use an action to expend 1 or
more of its Charges to cast the Magic Missile spell from it. the spell has 4 magic missle each
dealing 1d4 dm. (total 4d4))
Staff of fire (5 500 gp)
You have Resistance to fire damage while you hold this staff.
The staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its
Charges to cast one of the following Spells from it, using your spell save DC: Burning
Hands(1 charge),, Fireball(2 charges), or Wall of Fire) (4 charges).
Staff of healing ( 5 500 gp)
You have Resistance to unholy/necrotic damage while you hold this staff.
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its
charges to cast one of the following spells from it, using your spell save DC and spellcasting
ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2
charges), or mass cure wounds (5 charges)
Staff of frost (5 500gp)
You have Resistance to cold damage while you hold this staff.
The staff has 10 Charges. While holding it, you can use an action to expend 1 or more of its
Charges to cast one of the following Spells from it, using your spell save DC: Cone of Cold (5
charges), Fog Cloud (1 charge), Ice Storm (4 charges), or Wall of Ice (6 charges).Animated
shield (6000 gp)
Wand of Fear (7 000gp)
This wand has10 Charges for the following Properties.
Command: While holding the wand, you can use an action to expend 1 charge and Command
another creature to flee or grovel, as with the Command spell (save DC 15).
Cone of Fear: While holding the wand, you can use an action to expend 2 Charges, causing
the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed
on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is
Frightened in this way, a creature must spend its turns trying to move as far away from you as
it can, and it can't willingly move to a space within 30 feet of you. It also can't take Reactions.
For its action, it can use only the Dash action or try to Escape from an Effect that prevent it
from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end
of each of its turns, a creature can repeat the saving throw, Ending the Effect on itself on a
success.
Wand of Paralysis (7 500gp)
This wand has 10 Charges. While holding it, you can use an action to expend 1 of its Charges
to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of
you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1
minute. At the end of each of the target's turns, it can repeat the saving throw, Ending the
Effect on itself on a success.
Wand of Web (7 500gp)
This wand has 10 Charges. While holding it, you can use an action to expend 1 of its Charges
to cast the web spell (save DC 15) from it.
Wand of fireballs (9 500gp)
This wand has 10 Charges. While holding it, you can use an action to expend 1 or more of its
Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level
version of the spell. You can increase the spell slot level by one for each additional charge
you expend.
Wand of Magic Detection (4 000gp)
This wand has 10 Charges. While holding it, you can expend 1 charge as an action to cast the
Detect Magic spell from it.
Staff of Thunder and Lightning (10 000gp)
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and
Damage Rolls made with it. It also has the following additional Properties. When one of these
Properties is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee Attack using the staff, you can cause the target to take
an extra 2d6 lightning damage.
Thunder. When you hit with a melee Attack using the staff, you can cause the staff to emit a
crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17
Constitution saving throw or become Stunned until the end of your next turn.
Lightning Strike. You can use an Action to cause a bolt of lightning to leap from the staff’s
tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17
Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage
on a successful one.
Thunderclap. You can use an Action to cause the staff to issue a deafening Thunderclap,
audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a
DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and
becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn’t
Deafened.
Thunder and Lightning. You can use an Action to use the Lightning Strike and Thunderclap
Properties at the same time. Doing so doesn’t expend the daily use of those Properties, only
the use of this one.
Staff of the Python ( 6 000gp)
Staff of the adder (6 000gp)
Wand of war +1/+2+/3 (3 200/12 000/52 000gp).
Tentacle Rod (13 500gp)
Quarterstaff of Warning (160 000gp)
Staff of the Woodlands (118 000gp)
Immovable Rod (14 000gp)
Rod of Absorption (135 000gp)
Rod of Security (90 000gp)
Rod of Alertness (25 000gp)
Rod of Rulership (16 000gp)
Rod of the Pact Keeper +2 (25 000gp)
Rod of Lordly Might (28 000gp)
Pearl of Power (postać w ramach bonus akcji może odzyskać , spell danego poziomu lub
niższego. Raz na 24h). KOSZT: 500 gp (1st), 2,000 gp (2nd), 4,500 gp (3rd), 8,000 gp (4th),
12,500 gp (5th), 18,000 gp (6th), 24,500 gp (7th), 32,000 gp (8th), 40,500 gp (9th
Pearl of Might ( +1 do DC czarów i +1 do Ataku czarami) (3200)
Sentinel shield ( 20 000gp)
Arrow catching shield (6 000gp)
Spellguard Shield( 50 000gp)
Dragon scale mail (4 000gp)
Efreeti Chain (20 000gp)
Elven chainmail (8000 gp) (chain mail, light armour, no dis. On stealth, +1 ac)
Mariner's Armor (2 500gp)
Glamoured Studded Leather (2 000gp)
Scimitar of Speed (6 000gp)
Javelin of Lightning (4 000gp)
Hammer of thunderbolts (16 000)
Mace of Disruption (8 000gp)
Dancing sword (3000 gp)
Defender Longsword ( 24 000gp)
Oathbow (3 500 gp)
UTILITY:
Dust of Dryness (1 pellet) (250 gp)
Dust of Sneezing and Choking (450gp)
Rope of entanglement (21,000 gp)
Rope of Climbing ( 2 000gp)
Kajdany Planarne (750gp)
Bag of holding 2500 gp (+500 pounds udźwigu)
Horn of Blasting ( 750 gp)
Scarab of Protection (36 000gp)
Nolzur's Marvelous Pigments (300gp)
Gem of Brightness (13 500gp)
Sending Stones ( 5 400gp)
Decanter of Endless Water (360 000gp)
Iron Bands of Bilarro ( 4 000gp)
Iron Horn of Valhalla (14 000gp)
Luckstone (1 500 gp)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving
throws.
Crystal ball (50 000gp)
Chime of opening (1 500gp)
Broom of flying ( 8000gp)
Quaal's Feather Token Whip (250gp)
Quiver of Ehlonna (1 000gp)
Wind Fan (2 500gp)
Brooch of Shielding (7 500gp)
Ioun Stone (1000 rare, 3000 very rare, legendary 15 000gp)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some
worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a
distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an
action to grasp or net the stone to separate it from you, either by making a successful Attack
roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action
to seize and stow the stone, Ending its Effect.
A stone has AC 24, 10 Hit Points, and Resistance to all damage. It is considered to be an
object that is being worn while it orbits your head.
Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use
your Reaction to cancel a spell of 4th Level or lower cast by a creature you can see and
targeting only you.
Once the stone has canceled 20 levels of Spells, it burns out and turns dull gray, losing its
magic. If you are targeted by a spell whose level is higher than the number of spell levels the
stone has left, the stone can’t cancel it.
Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this
deep red Sphere orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while
this pink rhomboid orbits your head.
Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits
your head, you can use your Reaction to cancel a spell of 8th level or lower cast by a creature
you can see and targeting only you.
Once the stone has canceled 50 levels of Spells, it burns out and turns dull gray, losing its
magic. If you are targeted by a spell whose level is higher than the number of spell levels the
stone has left, the stone can’t cancel it.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this
incandescent blue Sphere orbits your head.
Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this
marbled scarlet and blue Sphere orbits your head.
Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while
this marbled pink and green Sphere orbits your head.
Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism
orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Regeneration (Legendary). You regain 15 Hit Points at the end of each hour this pearly
white spindle orbits your head, provided that you have at least 1 hit point.
Reserve (Rare). This vibrant purple prism stores Spells cast into it, holding them until you
use them. The stone can store up to 3 levels worth of Spells at a time. When found, it contains
1d4 − 1 levels of stored Spells chosen by the GM.
Any creature can Cast a Spell of 1st through 3rd Level into the stone by touching it as the
spell is cast. The spell has no Effect, other than to be stored in the stone. If the stone can’t
hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell
determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot
level, spell save DC, spell Attack bonus, and Spellcasting ability of the original caster, but is
otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it,
freeing up space.
Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this
pale blue rhomboid orbits your head.
Sustenance (Rare). You don’t need to eat or drink while this clear spindle orbits your head.