(Consumable) Drinking this swirling red liquid as a bonus action restores 2d4+2 hit points. Can administer to another willing creature or incapacitated creature within 5 ft. as an action.
(Consumable) Drinking this swirling red liquid as a bonus action restores 2d4+2 hit points. Can administer to another willing creature or incapacitated creature within 5 ft. as an action.
(Consumable) Drinking this swirling red liquid as a bonus action restores 2d4+2 hit points. Can administer to another willing creature or incapacitated creature within 5 ft. as an action.
(Consumable) This ammunition comes in bundles of 10. When used to make a ranged weapon attack , an arrow grants a +1 bonus to attack and damage rolls made with it. After hitting a target, the arrow loses its magical properties.
(Consumable) This shimmering dust is usually found in a small vial that contains enough for a single use. You can use an action to scatter the dust into the air, covering you and each creature and object within 10 feet and rendering them invisible for 2d4 minutes. This consumes the dust. If an affected creature casts a spell or attacks, the effect ends for that creature.
(Consumable) This potion comes in many guises, and always appears to be a beneficial potion. Its true intent, however, is deadly.
When you drink this potion you take 3d6 poison damage and make a DC 13 Constitution saving throw or become poisoned . At the beginning of each of your turns while poisoned in this way, you take 3d6 poison damage. At the end of each of your turns you repeat the saving throw, decreasing the damage dealt by the poison by 1d6 for each successful save. You cease to be poisoned when the damage is reduced to 0.
The Poison can be discretely poured into a drink as an action. If you are being observed when you do this, you must succeed a Sleight of Hand check against the observer's Perception.
(Requires Attunement) While wearing these gloves, when you are hit by a ranged weapon attack you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, as long as you have a free hand. If the damage is reduced to 0, you can catch the missile if it is small enough to be held in that hand.
While holding this lustrous pearl, you can use an action to speak its command word and regain one expended spell slot of up to 3rd-level. If restoring a higher level slot, the new slot is 3rd-level. Once used, the pearl loses its magic until the next dawn.
These boots cause your steps to make no sound, no matter the material stepped upon. While wearing these boots, you gain advantage on Dexterity (Stealth) checks to move silently.