Party Inventory in Might Club | World Anvil

Party Inventory

Graciously curated by Lane

 

SHARED ITEMS

These are items owned by one or more PCs that are available to be shared/used by other PCs if needed. Unless otherwise noted, these items are in one of the Shared Bags of Holding held by the Gold Members.  
  • Astral Bracelet (Of Knowledge)
    (owned by Momito)   Wondrous item, very rare, requires attunement by a bard, cleric, druid, ranger, or wizard

    An astral bracelet is a powerful magical bangle that allows its wearer to see, commune, or otherwise manifest things using powers beyond the Material Plane. The metal and glyphs of each bracelet are related to the kind of power that it holds. You can pull the bracelet off and hold it in the palm of your hand as an action. When you do, the bracelet unfurls to reveal the four inner rings collapsed within it, transforming the bracelet into an astronomical sphere. While the bracelet is transformed into the astronomical sphere, its inner rings slowly spin on their own.

    The bracelet has 10 charges and regains 2d4 + 2 expended charges daily at dawn. If you expend the sphere’s last charge, its spinning rings magically fold up again into the wearable bracelet. You can fold the rings back into place early using an action.

    Spells. Each kind of astral bracelet has a different list of spells that can be cast from it. If a spell cast in this way normally requires a component worth at least 100 gp, that component is still required when casting the spell. While holding the sphere, you can expend 1 or more of its charges to cast the following spells from it, using your spellcasting ability modifier and spell save DC:

    Astral Bracelet of Knowledge Spells (and charge cost)
    • comprehend languages (1 charge)
    • detect magic (1 charge)
    • dispel magic (3 charges)
    • identify (1 charge)
    • legend lore (5 charges)
    • locate creature (4 charges)
    • locate object (2 charges)
    • sending (3 charges)
  • Scroll Case of Holding
    (owned by Ravenovia)   Wondrous item, uncommon   You can store an infinity of spell scrolls in this scroll case. They are stored in an inaccessible pocket dimension. You gain a +1 to attack rolls or the DC of spells cast from scrolls stored in this case. Additionally, you can use scrolls stored within the case whether or not they’re part of your class’ spell list, as long as you can cast at least one spell of first level or higher. However, you can’t copy it into a spell book if it is not a wizard spell.   When you use one of the stored scrolls, you just have to think about the one you want, and it will be summoned in a spectral appearance and then disappear.
  • Gaggle the Reference Beholder
    (owned by Zokzar)   A small stone with a stylized multicolored 'G' in the center, when the command word ('gaggle') is spoken, a Tiny spectral beholder named Gaggle appears near you, ready to answer mundane questions about the multiverse and all that exists within. Gaggle provides general information about people, places and things that would be familiar to a gossipy local.   He automatically succeeds on any ability checks to recall information with a DC of 10 and below. He fails all other checks, and will happily taunt anyone who insults his intelligence.   Gaggle can also translate languages, with reduced accuracy for exotic languages.
  • Coinbox of Holding
    (each PC has one of the linked coin purses and is able to access this item when needed)   Wondrous item, uncommon   This magically enhanced coin bank has an extra-dimensional space that can store up to 50,000 coins of any type in any combination. Coins can be stored in the box via the lid. The box is sealed shut but can be opened by speaking its command word, revealing the amount of currency wanted. When opened, the interior of the box is as deep as required to fit all the coins that will be taken from it.
  • Bravahund's Beautious Bathhouse
    (owned by Kiyeran, and available to use by request)   Wondrous item, rare, requires attunement   This pink quartz puzzle box, once solved, recognizes you as friendly and will allow you and up to six allies to magically teleport inside. Within is a beautiful, pale pink quartz bathhouse, fully equipped with all sorts of relaxing and soothing pools and baths and is watched over by a bathhouse drake by the name of Lyvander, as well as other small smoke, steam and vapor creatures. Once within the bathhouse, you have one hour and 10 minutes before you are shunted back out, and while you are inside, you gain all the benefits of a short rest.   The bathhouse may only be used once per day.
  • Archivist's Key
    (owned by Missy)   Wondrous item, very rare   This magical key is one of several made by a secret order of historians and archivists. While holding the key, you can use an action to twist the key, as if you were unlocking a door. When you do, a magical, spectral door slowly appears in front of you over the course of 1 minute, duplicating the effect of the magnificent mansion spell with the following change. The dwelling always includes a large library that magically includes copies of books, scrolls, maps, and more. The library does not count toward the total amount of space created by the spell. Its contents are strangely organized and seemingly change each time the key is used.   A creature can visit the library and attempt to uncover a piece of knowledge, such as ancient poetry, the history of a forgotten kingdom, or the family lineage of a tyrannical king. The GM determines the checks and DCs needed to locate a given piece of information. For example, a book of foreign nursery rhymes may be easy to find, but a copy of necromantic research documents would be extremely difficult, if not impossible.   When the spell ends, the key can't be used this way again for 24 hours.
  • Book of Instant Copying
    (Owned by Amadine)   Wondrous item, common   This book has a glass cover and is typically found with 2d10 + 30 blank pages. As an action, you can place a piece of paper or similar object (such as a leaf or patterned fabric) between the book's glass and the page below it and speak the book's command word ("Zerox"). When you do, the book magically inscribes an image of the placed object in black ink as it appears pressed against the glass on the first blank page of the book.   Copied magic scrolls or spellbooks appear as nonsensical glyphs when copied in this way. When the last page of the book has been used, you can rebind it with 50 blank new pages using 50 gp of fine materials and 8 hours of work.
  • Raymond Longfellow’s Journal
    (Owned by Amadine)   Wondrous item, rare   This leatherbound journal consists of notes, diagrams, and illustrations of–what seems like–an infinite number of supernatural creatures. As an action, you can speak the name of a creature you wish to learn more about, then open the journal. The journal magically opens to an entry detailing the suggested creature. You learn one piece of lore about the creature as if you had spent a week performing research on it.   In addition, you gain advantage on Wisdom (Survival) checks to track the creature for 8 hours. Once three pieces of lore have been offered by the book, the book can’t be used again until 7 days have passed.
  • Astronomer's Boon
    (Owned by Aster)   Wondrous item, uncommon   This brass astrolabe has a glass back that sparkles softly when light shines through it. While looking through the glass at the night sky, the names and patterns of any constellation you can see appear alongside their stars on the astrolabe. At the GM's discretion, you may find one or more of the following constellations while looking through the glass. When you do, the astrolabe begins to glow, and you can use an action to speak the item's command word to gain the constellation's respective benefit:   The Drum. 3 stars appear on your back in the shape of a drum. When you roll for initiative, you can expend 1 of the stars as a reaction to grant you and any other friendly creature within 10 feet of you a +1 bonus to the roll. In addition, any creature that gains this bonus to initiative can use a bonus action on its first turn of combat to take either the Dash or Disengage action.   The Knight. 5 stars appear on your arm in the shape of a sword. When you hit with a melee attack, you can choose to expend 1 of the stars as part of the attack to cause the target to take an extra 1d4 radiant damage. Alternatively, if a friendly creature within 30 feet of you that you can see hits a target with a melee attack, you can use your reaction to expend 1 of the stars and empower the attack with light, causing the target to take an extra 1d4 radiant damage.   The Seer. 4 stars appear on your forehead in the shape of an eye. You can use a bonus action to expend 1 of the stars and touch a creature. Once within the next 10 minutes, that creature can choose to add 1d4 to an ability check or saving throw that it makes. It can choose to roll the die before or after making the ability check or saving throw.   The stars remain until the next dusk, at which point any unused stars vanish and are lost. Once the astrolabe has granted a benefit in this way, it can't be used again until the next dusk.
  • Sands of Reminiscence
      Wondrous item, rare   This magic hourglass is empty but has a small hatch on the top, through which it can be filled with sand, dirt, dust or other liquid. When the hourglass is filled with a substance from an area and turned upside down, it projects colorless, ghostlike visions in the area 30 ft around it; showing an event that has transpired in the past in that area.   The event shown is typically the most tragic, violent, or otherwise significant event that has occurred with a period of time, determined by how much matter is placed inside the hourglass: a pinch shows up to a day, three pinches up to a year, and if completely filled, the hourglass can show events that have transpired several centuries ago. Once used, this property cannot be used until the next dawn.
  • Scroll of Time Travel
    (This item has already been used - by the Planewalkers group)   Wondrous item, legendary

    As an action, you can read this scroll and transport you and up to eight willing creatures within 10ft back in time. You can specify a point in time in vague terms ("The day before the high mage freed the primordial") and you appear at exactly that time, along with everything you are wearing or carrying.

    If you travel to a point in the past where you existed, you appear exactly where you were and as you were at that point in time, though you retain any objects, experiences, and knowledge you acquired in your future life. Otherwise, you appear in the exact same spot (or nearest unoccupied space) where you used the scroll, though in a different time.

    When you use the scroll, you must also specify how long your visit to the past will last, which can be anything from minutes to forever. When that much time has passed, you and up to eight willing creatures within 10ft are transported back to the present, arriving only a moment after you used the scroll.

    Once this property of the scroll has been used, it cannot be used again until a year has passed.
  • Scroll of Tarrasque Summoning
      Wondrous item, legendary   Using an action to read the scroll causes a tarrasque to appear in an unoccupied space you can see within 1 mile of you. The tarrasque disappears when it drops to 0 hit points and is hostile toward all creatures other than itself.   Once the scroll is used in this way, its magic is spent and the paper crumbles into dust.
  • Scroll of the Comet
      Wondrous item, legendary
    By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.   The comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren't being worn or held.   Once the scroll is used in this way, its magic is spent and the paper crumbles into dust.
 

UNCLAIMED LOOT

These are items that were found by the party, and not claimed by a PC during that particular session. If you would like to claim one or more of these items, please message Lane directly on Discord with the item(s) you would like. Please also remember that it WILL be removed from this page, so if it is a homebrewed item that you would like to have in DNDBeyond, include that information in your message!

  • Amulet of Equilibrium
    Wondrous item, uncommon, requires attunement

    This spiraling pendant is made of three magic-sensitive panes of colorful crystal. Each piece of crystal is attuned to a different arcane element. If you can cast spells, you can use the amulet as a spellcasting focus while you’re attuned to it.

    The amulet has 4 charges and regains 2 expended charges daily at dawn. When you deal cold, fire, or lightning damage to a single creature while wearing the amulet, you can expend any number of its charges to reroll that many of the cold, fire, or lightning damage dice. You must use the new rolls.

    Whenever you take cold, fire, or lightning damage from a hostile creature, the amulet regains 1 charge.

  • Gloves of Eldritch Ferocity
    Wondrous item, rare (requires attunement by a warlock)

    These leather gloves are protected with ancient stone plates inscribed with indecipherable runes. When you hit a target with the eldritch blast spell while wearing these gauntlets and roll damage, you can treat any 1 on a damage die as a 2.

    Additionally, while wearing these gauntlets, you can choose to create an additional beam of energy and make an extra attack whenever you cast eldritch blast. When you roll a 1 or 2 on an attack roll made with this extra beam, you take 3d12 necrotic damage, and until you finish a short or long rest, your hit point maximum is reduced by an amount equal to the necrotic damage you take. This necrotic damage ignores resistance and immunity, and if it reduces you to 0 hit points, you die.

  • Rune of The Crow
    Wondrous item, unknown rarity (requires attunement)

    This small stone glows with a Giant rune that roughly translates to 'crow'. When placed inside of a rune casing on a weapon, it grants the wielder advantage to the Investigation skill, and a +5 to their Passive Investigation. Is currently housed in a metal casing and can be placed on a weapon.

  • Rune of Orcus
    [aloud]Wondrous item, unknown rarity (requires attunement)

    This small stone glows with a Giant rune that roughly translates to 'possess'. When placed inside of a rune casing on a weapon, any humanoid creature of size Large or smaller killed by this weapon rises as a zombie under your control fo 20 minutes. After 20 minutes, the zombie collapses and turns back into a corpse. Is currently housed in a metal casing and can be placed on a weapon.

    [/aloud]
  • Tears of Gaia
    ]Wondrous item, common

    As an action, you can crush one of these small, green gems underfoot to activate its magic. Plants within a 10-foot radius of you immediately become healthy and full.

      Fruit and vegetable-bearing plants begin to grow their produce, which grow ripe over the course of 1 hour. If there are no plants within range or you crush the gem against an inorganic material, fertile topsoil 1 inch deep spreads across the area. Healthy green grass immediately grows from the new soil.

      There are THREE Tears available for use.
   

CONSUMABLES

Spell Scrolls

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.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

  • (4) Identify


    Scroll, common

    Identify, 1st level divination spell

    You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

    If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
  • (1) Knock


    Scroll, uncommon

    Knock, 2nd level transmutation spell

    Choose an object that you can see within range. The object can be a door, a box, a chest, a set of manacles, a padlock, or another object that contains a mundane or magical means that prevents access. A target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked.

    If you choose a target that is held shut with arcane lock, that spell is suppressed for 10 minutes, during which time the target can be opened and shut normally.

    When you cast the spell, a loud knock, audible from as far away as 300 feet, emanates from the target object.
  • (2) Arcane Lock


    Scroll, uncommon

    Arcane Lock, 2nd level abjuration spell

    You touch a closed door, window, gate, chest, or other entryway, and it becomes locked for the duration. You and the creatures you designate when you cast this spell can open the object normally. You can also set a password that, when spoken within 5 feet of the object, suppresses this spell for 1 minute. Otherwise, it is impassable until it is broken or the spell is dispelled or suppressed. Casting knock on the object suppresses arcane lock for 10 minutes.

    While affected by this spell, the object is more difficult to break or force open; the DC to break it or pick any locks on it increases by 10.

  • (1) Tiny Hut


    Scroll, uncommon

    Tiny Hut, 3rd level evocation spell

    A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration (eight hours). The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
  • (2) Light


    Scroll, common

    Light, evocation cantrip

    You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action. If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.
  • (3) Detect Magic


    Scroll, common

    Detect Magic, 1st level divination spell

    For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
  • (3) Protection from Outsiders


    Scroll, common

    Protection from Outsiders, 1st level abjuration spell

    Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
 

Potions

Drinking a potion yourself requires a bonus action. Feeding a potion to another creature requires an action.

  • (1) Potion of Thunder Resistance - resistance to thunder damage for 1 hour
 

Arcane Incense

One duella (equal to 1/3 of an ounce, or the weight of a single gold piece) of incense will burn for approximately 30 minutes, and any benefit will not occur until at least 30 minutes of exposure have passed. Unlike potions, multiple creatures can benefit from incense while it burns. As long as the incense is burned in a fairly enclosed area, and there is room for multiple people to relax, either sitting or lying down, all can benefit from the magic.

Mixing incenses can be dangerous. Someone with proficiency with a herbalism kit can combine two types of incense with a DC of 15. Burning two different incenses in the same room will result in each type of incense doing ½ of its usual benefit. Mixing three will create toxic fumes and every creature inhaling the fumes will suffer 1d6 poison damage for each round exposed.

  • (2) Spruce Pitch - Strength increases to 18 for 1 hour.
  • (1) Luban Jawi - Advantage on saves vs being frightened for 1 hour.
  • (18) Musk Seeds - Gives sleeper a premonition during long rest.