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1d4. On Crit: Incapacitated. On Damage: Enraged for 3 rounds, then Incapacitated

Enraged. All damage die roll the max value.

Uncommon

Beasts that can smell this bait are Taunted by it.

Cone 4. 3d6 fire. Misses on any 1.

Uncommon
Consumable

Action: In d4 rounds: Explode. (Reach 4) d66 fire, half on DC 10 DEX save.

Explodes immediately on fire damage.

Uncommon
Throwable

Duration: 1 Round.

Action: (Range 4) 3x3 area is engulfed in flame. Creatures that enter area (or inside when ignited) take 1d10 fire damage.

Rare
Consumable

Uses: 4

DC 12 STR when opened. On success: creatures in Cone 6 are pushed to the end of the cone.

On fail: you are pushed 10 spaces backwards.

Common
Consumable

Gain the benefits of a Safe Rest during a Field Rest: Make Camp.

Action: (Range 4) Grapple a creature (Escape DC 10).

For every rarity above Common +2 to escape DC.

Action: Set up trap in adjacent 2x2 space.

1d10. Crits on 10. Breaks on 1.

Duration: 1 minute, or until combat ends. Action: Open and choose one:

  • Create a 10 wide wave anywhere in Reach 10 which pushes all creatures 10 space in the direction of the wave.
  • Magically fill a room with water.
Common
Single use

Action: (Range 10) 1d6. On Hit: Move towards shot target location. If target location is a creature, the smallest creature moves to the other.

Very Rare

Action: (While Concentrating) Place the Idol of Focus in an adjacent space. The Idol takes over Concentration from you, the ability instead originates from the Idol.

Idol of Focus. 1HP, Can be Interposed. Concentration ends if destroyed.

Rare
Consumable

For 24 hours, gain +10 Deception, but you may only speak in lies.

Rare
Consumable

Uses: 3

Write a message in this ink, and a creature of your choice you have met hears the written message in your voice.

Action: Restrain target on DC 15 DEX. (Advantage against Grappled or Hampered creature)

When Restrained by these manacles all magical abilities are supressed.

Uses: 10.

Unlock a non-magically locked door.

Uncommon
Throwable

Action: (Range 4) Creatures in 2x2 space spend their next action moving in a random direction.

Very Rare
Consumable, Poison

On Consumption: 10d8 poison damage.

Legendary
Consumable

Action: Until the end of the encounter: Move for free, 1/turn.

Uncommon
Consumable

Advantage on all Finesse checks to pickpocket. Lasts 24 hours.

Light the candle to reanimate the skull. The skull will guide you through a single dungeon VERY loudly.

Very Rare
Consumable

Action: (Reach 10) Create a 10 spaces long stone wall within Reach.

A tiny stone model of a castle wall.

Rare
Consumable

Action: +d20 to every melee attack, you must attack the nearest creature. (lasts until end of encounter).

Common
Consumable

When Field Resting double healing from Hit Die.

Common
Consumable

When Field Resting increment Hit Die size twice. (d4 » d6 » d8 » d10 » d12 » d20)

Uncommon
Consumable

Action: Become Tiny for 10 minutes. Whilst Tiny: Advantage on Stealth, Disadvantage on melee attacks.

Action: (Range 4) Creatures in 2x2 area become pigeons for 1 round. Transforms back if attacked.

Uncommon
Consumable

When opened all creatures in Reach 6 must spend their next action vomitting.

Whilst wearing this hat, you speak in a sophisticated vernacular.

Poised for Repartee. Advantage on Influence checks with the rich and noble.

The finest velvet tophat, with an expertly cut band, and silk lining. How splendid!

Rare
Consumable

For 10 minutes, each time the drinker lies they take 1d20 psychic damage.

Rare
Consumable

Action: Crush the stone and Teleport to a random location (GM’s discretion).

A seemingly mundane stone, with purple marbling throughout.