Colosseum Store

Weapons
Cost
Weapon (Simple)
Damage
Hands
50
Club
1d4 (b)
1
50
Dagger (finesse)
1d4 (s)
1
150
Great club
1d8 (b)
2
100
Hand axe
1d6 (s)
1
100
Mace
1d6 (b)
1
150
Quarterstaff (versatile)
1d6 (b) / 1d8(b)
1/2
50
Sickle (finesse)
1d4+2 (s)
2
50
Knuckle busters
+2 dmg to unarmed attacks
2
100
Short sword (finesse)
1d6 (s)
1

Cost
Weapon (Martial)
Damage
Hands
200
Battleaxe (versatile)
1d8 (s) / 1d10 (s)
1/2
100
Flail
1d8(b)
1
200
Glaive (reach)
1d10 (s)
2
250
Great axe
1d12 (s)
2
150
Great sword
2d6 (s)
2
200
Halberd (reach)
1d10 (s)
2
200
Long sword (versatile)
1d8 (s) /1d10 (s)
1/2
150
Maul
2d6 (b)
2
100
Morning star
1d8 (p)
1
200
Pike (reach)
1d10 (p)
2
100
Rapier
1d8 (p)
1
200
Warhammer (versatile)
1d8 (b) / 1d10 (b)
1/2
250
Great Maul
2d6 +3
2

Cost
 Ranged Weapons
Range
Damage
Hands
150
Boles (thrown)
15 ft line
    Enemy rolls DC16 (dex) or prone
1
300
Net (thrown)
10ft  line
10ft net
    Enemy rolls DC16 (dex) or restrained
2
50
Javelin (thrown, versatile,)

1d6 (p) / 1d8 (p)
1/2
150
Spear (thrown, versatile,)

1d6+2 (p) / 1d8+2 (p)
1/2
200
Trident (thrown, versatile, martial)

1d8+2(p) / 1d10+2 (p)
1/2
50
Dart (thrown)

     1d4 (p)
1
50
Sling

1d4 (b)
1
100
Hand crossbow (loading)

1d6 (p)
1
200
Heavy crossbow (loading, Martial)

1d10 (p)
2
100
Short Bow

1d6 (p)
2
200
Longbow  (Martial)

1d8 (p)
2

Armor
Cost
Armor (Light)
AC
50
Padded
11 + dex mod
100
Leather
12 + dex mod
200
Mage plate
13 + dex mod

Cost
Armor (Medium)
AC
100
Chain shirt
13 + dex mod
200
Scale Mail
14 + dex mod
300
Half plate
15 + dex mod

Cost
Armor (Heavy)
AC
Strength needed
100
Ring Mail
15+ dex mod
12
300
Splint
17 + dex mod
14
400
Plate
18+ dex mod
16

Cost
Shield
AC
Strength needed

100
Buckler
+1
10
200
Kite shield
+2
14
300
Tower shield
+3
16

Cost
Miscellaneous Items
# of item Equipped
50
Bracers
2
50
Leg guards
2
100
Gloves
2
100
Boots
2
150
Cape (colour of your choice)
1
50
Cap
1
100
Great Helm
1
50
Rope (50 feet)
1
50
Torches (3)
3
50
Arrows (50)
50 / Quiver
50
Quiver
3
100
Wand
1
100
Pointy Wizards Hat
1




Potions
Cost
Potions
Duration
Description
50
Cure light wounds
INS
Heals 1d8 + player’s lvl + con mod
100
Cure moderate wounds
INS
Heals 3d8 + player’s lvl + con mod
200
Cure serious wounds
INS
Heals 5d8 + player’s lvl + con mod
50
Neutralize poisons
INS
Remove all poison effects on you
100
Bark skin
6 turns
+1 AC
250
Dragon scale
6 turns
+ 3 AC
100
Magic armor
6 turns
+ 2 AC (Spell casters only)
300
Haste
6 turns
Cast haste spell on yourself - 3 turn duration
100
Heroism
6 turns
+2 on attack rolls
100
Endure element
6 turns
Resistance to the elemental dmg of choice
100
Hide from animals
6 turns
Beasts cannot hear, see, or smell you
100
Remove fear
6 turns
Immune to fear affects/removes fear
100
Enlarge person
3 turns
+4 strength, -2 dexterity, -1 AC
100
Reduce person
3 turns
-4 strength, +2 dexterity, +1 AC
150
Bull’s strength
6 turns
+2 to strength
150
Wizard wine
6 turns
+2 to intelligence
150
Cat’s Grace
6 turns
+2 dexterity
150
Owl’s wisdom
6 turns
+2 wisdom
150
Charmer’s smile
6 turns
+2 to charisma 
100
Elixir of fortitude
6 turns
Gain 3d10 + con mod temp hit points
100
Darkness
6 turns
Cast  darkness spell on you - 3 turn duration
100
Daylight
6 turns
Bright light 20 ft radius emitted by you
200
Invisibility
6 turns
 Invisible until you deal or are dealt dmg
100
Levitate
6 turns
Move yourself / objects 20ft (up or down)
100
Protection from arrows
6 turns
Reduces each projectile by 1d6 dmg
100
Dark vision
6 turns
Grants dark vision 60ft
100
Spider climb
6 turns
you can climb up walls and ceilings
200
Fly
6 turns
You gain fly 30ft
100
Jump
6 turns
You gain jump 40 ft
100
Water breathing
6 turns
Can breathe under water
100
Water walk
6 turns
Walk inches above the surface of water






Poison
·         A vial of poison can be used as an action to poison 1 melee weapon or one quiver. The poison will last until used.
·         Upon hit and on each of the poisoned creature’s turns that creature performs a DC 15 constitution check. If successful the poison is cancelled.  The creature gets an advantage on the DC roll if they are poisoned two or more times with the same poison, and are immune after the 3rd time being poisoned by that poison.
·         Rolling a 1 while attacking with a poisoned weapon results in the attacker being poisoned
·         Vials of poison all cost $100 gold each
Duration
Poison
Description
2 turn
Paralyze
Target cannot move
3 turns
Slow
Targets speed is reduced by 50%
3 turns
Weaken
Targets AC is reduced by 2
2 turns
Confusion
Target randomly attacks target within range as an action once per turn
4 turns
Rot
Target takes 1d4 necrotic damage at the start of each turn
1 turn
Burning
Target takes 2d6 fire damage
2 turns
Blindness
Target cannot see for the duration

Enchanting
·         Must be lvl 5+ to enchant an item. Item must be owned by you.
·         Only one enchantment per item and item must match the item type
·         A new enchantment will overwrite the previous enchantment (no refunds)
·         Enchantment is only activated by the player who enchanted the item. If any other player or creature possesses the item, ignore the enchantment and use base stats.
Cost
Item type
Enchantment
Description
1000
Weapon + wand
Fire
Add 2d6 fire dmg
1000
Weapon + wand
Cold
Add 1d4 cold dmg + minus 10 ft speed next turn
1000
Weapon + wand
Lightning
Add 1d10 lightning dmg
1000
Weapon + wand
Psychic
Add 2d4 psychic dmg
1500
Weapon + wand
True strike
+3 to attack rolls (skill shot spells & attacks)
2500
Weapon + wand
Imbue spell
1/ day - cast chosen lvl 3 spell (wizard spell list)
1500
Melee Weapon
Reach
Weapon’s range is increased by 5ft
2000
Melee Weapon
Life steal
Heals you 1d8 per successful hit
1000
Melee weapon
Bluntness
+ 4 bludgeoning damage
1500
Melee Weapon
Bleeder
+ 5 slashing damage
2500
Melee weapon
Banshee
1/ day - enemies (20ft) DC14 Wis or feared 3 turns
2000
Quiver / Ranged
Seeker
Missed projectiles get 1 re-roll /arrow on attack rolls
1500
Quiver / Ranged
Exploding
Add 2d4 fire dmg and knock back target 10 ft
2000
Quiver / Ranged
Sidewinder
Able to target creature who is not in line of sight
1000
Quiver / Ranged
Slowing
Movement speed reduced by ½ for 1 turn / hit
1500
Quiver / Ranged
Net Arrow
DC 16 dex or be restrained.
2000
Quiver / Ranged
Stun Gas
DC 16 Con or be stunned for 1 turn
1000
Quiver / Ranged
Flash Arrow
Bright light 20 ft radius from target. Blinds for 1 turn
1000
Thrown weapon
Return
Weapon will return to owners hand as a bonus action
1500
Thrown weapon
Balance
Increase range by 20ft and add 2d4  piercing damage
1500
Thrown weapon
Marksman
+4 to hit
2000
Thrown weapon
Sentience
Weapon has flying 40 ft + you control it on your turn
1500
Armor
Harden
+2 AC
1000
Armor
Fire Resistance
Your gain resistance to fire
1000
Armor
Cold Resistance
You gain resistance to cold
1000
Armor
Poison resistance
You gain resistance to poison
1000
Armor
Lightning resistance
You gain resistance to lightning
1000
Armor
Light as a feather
You can move 10ft further each moment step
1500
Armor
Thorns
Upon being hit, the attacker takes 1d10 piercing dmg
2000
Armor
Vitality
1/ day - Gain 1d100+1d10 temporary health
1500
Armor
Stealth
+4 to hide and +2 to attack rolls with sneak damage
1500
Armor
Absorb
Reduce incoming melee attack dmg by 1d12
3000
Armor
Enlighten
+2 to all attributes
1000
Shield
Deflector
Redirect missed range attacks to any target. Roll to hit
2500
Shield
Nullify
1/day - All enchantments within 60 feet don't function for 3 turns.
1000
Shield
Bash
3/day - attack with the shield deals 1d8+3 (bl) dmg
2000
Shield
Arrow catching
Shield attracts projectiles within 20 feet. Proj attack rolls at disadvantage if you're facing that direction.
1500
Shield
Wall
Create a 5ftx15ft wall that is 10ft tall. Pick up to dispel
2000
Shield
Blinder
2/ day - blind creature within 20ft for 1d4 turns
2500
Shield
Winged
1/ day - cast fly on yourself – duration 1d4 turns
1000
Shield
Spiked
1/ day - fire spike dealing 1d10 (p) damage 30ft range
500
Rope
Elastic
Rope will stretch twice its length & slingshot
500
Rope
Steel
Your rope has the hardness of steel AC 19

Rings
·         Maximum 10 rings with no repeats.
·         Rings may be traded or given or sold back to shop for ½ value. 
  Cost
Rings
Description
1500
Ring of Ter'angreal
Spell damage of chosen type gets +1d6 damage (1/cast)
1000
Ring of Telekinesis
1/day cast telekinesis on an object not worn or carried
1000
Ring of Water walking
You can walk on water at your normal speed
2000
Ring of X-ray vision
2/day - You can see through objects up to 100 feet
1500
Ring of Magic Penetration
Spell damage deals damage normally to creatures that are resistant, and deals half damage to those immune
1500
Ring of Spell Storing
You can cast 1 spell into the ring and cast it as a bonus action. Once used a new spell must be stored
1000
Ring of Lesser Amplification
1/day - upgrade your spell 1 spell slot without using that spell slot  
3000
Ring of Greater Amplification
2/day - upgrade your spell 2 spell slots without using that spell slot                                                                                      
1500
Ring of Force Field
2/day - The next 2 melee attacks deal no damage to you
1000
Ring of Blink
3/day - Roll 1d20 an 11+ you teleport 20 ft any direction
2000
Ring of Evasion
2/day - you succeed on a failed dexterity saving throw
1000
Ring of Feather falling
When you fall you descend at 60 ft / turn and take no damage from falling
2000
Ring of Sneakiness
You can move at full speed as you move stealthily
1000
Ring of Free action
Magic and difficult terrain cannot slow or paralyze you
2000
Ring of Protection
+1 bonus to AC and saving throws
1000
Ring of Resistance
You are resistant to your choice of: Acid, Cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder
3000
Ring of Ball lightning
1/day - Create 1-4 balls of lightning - (1=4d12, 2=5d4, 3=2d6, 4=2d4). DC15 dex to take half damage                      
1000
Ring of Swimming
You have a swimming speed of 40 ft
2000
Ring of the Bloodhound
+4 to perception checks
2000
Ring of the Boar
+2 AC when under 20 HP
1500
Ring of Static charge             
       When hit, deal 1d4 lightning damage to attacker
1000
Ring of the Frog
Double your jump distance
1500
Ring of the Monkey
+4 to Acrobatic, athletic, and climbing skill checks
1000
Ring of Fast Cast
You can cast your lvl1 spells anytime you could a cantrip
1500
Ring of Flash Gordon
2/day - Double your speed this turn
2000
Ring of the Golem
If below 20 HP you take half damage from spell damage
2500
Ring of the Sadist
If below 20 HP deal 1d6 more magic damage per spell
2500
Ring of the Berserker
If below 20 HP deal 1d6 more physical damage per attack
1000
Ring of Lesser Blades
+2 to attack rolls
2500
Ring of  Greater Blades
+5 to attack rolls
1500
Ring of Durability
Gain 5+ con mod temp hit points each turn
1000
Ring of Enlargement
1/ day - Cast large person – duration 3 turns
1000
Ring of Healing
2/ day - Heal target 1d20+ its con mod hit points 
3000
Ring of Regeneration
Gain 20 hits points each turn
2000
Ring of Riposte
1/ day – re-direct damage from melee attack to attacker
1000
Ring of Shrinkage
1/ day - Cast reduce person – duration 3 turns
1000
Ring of the Coward
Invisible if no movement last turn. Dispelled if you move
2000
Ring of the Void
All other rings within 60 feet of you do not function
1000
Ring of the Evil Eye
Gain 10 hit points each successful hit
1000
Ring of Deflection
1/day - deflects a spell targeting only you to new target
1500
Ring of the Shadow
You are always hidden while in dim light and shadow
1000
Ring of Fish
1/ day - No need to breathe for 10 turns
1500
Ring of the Cats Eye
Grants Dark vision 100ft
1500
Ring of the Chameleon
+6 to hide checks (reroll Hide if surroundings change)