Des Kurators Beifall
Wiederholte Kunden können bekommen eine kleine Visitenkarte die die aktuelle Position des Ladens zeigt, und können die Geschwister über diese Karte auch kontaktieren (Reisen dann zur nächsten Stelle)
Wer etas in Auftrag gegeben hat bekommt eine Variante der Karte, die den Status der Bstellung anzeigt, und bei Fertigstellung die Position des Ladens. Die Karte verschwindet soweit das Produkt abgeholt wurde.
Design
Entries
Im Hinteren Bereich ist eine Tür "Privat" markiert zu den Wohnräumen der Taharas
Contents & Furnishings
Valuables
Xanathar's Guide to Everything
Charlatan's Die
Wondrous Item
Common Illusion
Whenever you roll this six-sided die, you can control which number it rolls.
Cost: 70GP
Perfume of Bewitching
Wondrous Item
Common Enchantement
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfrume's effect are not aware that they've been influenced by magic.
Cost: 90 GP
Immovable Rod
Adventuring Gear Uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success
Cost: 500 GP Weight: 2lb
Xanathar's Guide to Everything
Pot of Awakening
Wondrous Item Magical Common
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically forms into an awakened shrub (see the Monster Manual for statistics) at the end of that time. When the shrub awakens, its roots break the pot, destroying it.
The awakened shrub is friendly toward you. Absent commands from you, it does nothing.Cost: 50 gp
DND DMG
Potion of Fire Breath
Potion After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. Uncommon
This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Type | Damage | Damage | Range | Properties |
---|---|---|---|---|
None | Fire | 30 ft | After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. |
Cost: 250 GP
Bag of Holding
Wondrous Item
Uncommon Conjuration
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
The used variant comes with a bit of a problem. Any item submerged in the bag fully, comes out dusted with non mangical glitter of varrying colours.
Cost: 500 GP / 250GP for the used variant
Coin of Revivify
Wondrous Item
Rare Necromancy
This incredibly powerful item lets anyone cast the Revivify spell. For it to work, the coin must be placed on the dead body.Once used the coin disintegrates.
Revivify
3rd level necromancy
Casting time: 1 action
Range: Touch
Duration: Instantaneous
You touch a creature that has died within the last minute. That creature returns to life with 1HP
This spell can't return a creature that has died of old age, nor can it restore any missing body parts.
A silver coin, on first glance it might passs as a normal sivler piece.
But the face is a little grave stone, and the head side is an image of a blossoming flower.
Cost: 690 GP
Scroll of Silence
Scroll
Uncommon Illusion
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material Components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal Casting Time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your Spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other Effect. The level of the spell on the scroll determines the spell’s saving throw DC and Attack bonus, as well as the scroll’s Rarity, as shown in the Spell Scroll table. SilenceLevel: 2
Casting time: 1 Action
Range: 120 feet
Components: V (reading the scroll), M (the scroll)
Duration: Concentration, up to 10 minutes , must be held by the caster
For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.
Page: 275 Players Handbook
Cost: 100 GP
DMG
Potion of Poison
Poison
Uncommon
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Cost: 200 GP
Weight: 0.5 lbs
DnD 5e SRD
Potion of Greater Healing
Potion Uncommon
You regain 4d4+4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
Cost: 100gp
Hazards & Traps
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