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)
|