Potion of Healing
Potion
SRD 5.2.1Drink as an action to regain 2d4+2 HP.
Potion of Greater Healing
Potion
SRD 5.2.1Drink as an action to regain 4d4+4 HP.
Potion of Superior Healing
Potion
SRD 5.2.1Drink as an action to regain 8d4+8 HP.
Cloak of Protection
Wondrous
SRD 5.2.1+1 bonus to AC and saving throws.
Ring of Protection
Ring
SRD 5.2.1+1 bonus to AC and saving throws. Stacks with the cloak.
Belt of Hill Giant Strength
Wondrous
SRD 5.2.1Your Strength score becomes 21.
Amulet of Health
Wondrous
SRD 5.2.1Your Constitution score becomes 19.
Boots of Elvenkind
Wondrous
SRD 5.2.1Your steps make no sound: +5 to the stealth-approach check.
Scroll of Magic Missile
Scroll
SRD 5.2.1Read as an action: three darts of force strike unerringly. Consumed.
Scroll of Cure Wounds
Scroll
SRD 5.2.1Read as an action: mend a wounded ally's flesh. Consumed.
Scroll of Fireball
Scroll
SRD 5.2.1Read as an action: a roaring blast of flame engulfs a point. Consumed.
Scroll of Lightning Bolt
Scroll
SRD 5.2.1Read as an action: a stroke of lightning arcs through your foes. Consumed.
Basic Poison
Poison
SRD 5.2.1Bonus action: coat your weapon. Hits force a DC 10 Con save or +1d4 poison. 3 strikes.
Serpent Venom
Poison
SRD 5.2.1Bonus action: coat your weapon. Hits force a DC 11 Con save or +3d6 poison. 3 strikes.
Wyvern Poison
Poison
SRD 5.2.1Bonus action: coat your weapon. Hits force a DC 13 Con save or +7d6 poison. 2 strikes.
Bag of Holding
Wondrous
SRD 5.2.1This bag weighs 15 lb no matter what goes in — and swallows 250 lb of it. Carry the delve home.
Gauntlets of Ogre Power
Wondrous
SRD 5.2.1Your Strength becomes 19 while worn, if it isn't already higher.
Cloak of Displacement
Wondrous
SRD 5.2.1The cloak blurs your outline — attackers find you harder to strike (+2 AC).
Ring of Evasion
Ring
SRD 5.2.1A steadying band: +1 to all your saving throws.
Belt of Fire Giant Strength
Wondrous
SRD 5.2.1Your Strength becomes 25 while worn, if it isn't already higher.
Potion of Supreme Healing
Potion
SRD 5.2.1Drink as an action to regain 10d4+20 HP.
Belt of Storm Giant Strength
Wondrous
SRD 5.2.1Your Strength becomes 29 while worn, if it isn't already higher.
Bracers of Archery
Wondrous
SRD 5.2.1Supple leather bracers tooled with flight-feathers: +2 damage on every ranged weapon hit.
Ring of Fire Resistance
Ring
SRD 5.2.1A band of ruby-flecked gold, cool to the touch: you take half damage from fire.
Ring of Cold Resistance
Ring
SRD 5.2.1A band of pale silver that never chills: you take half damage from cold.
Ring of Lightning Resistance
Ring
SRD 5.2.1A copper band that hums before storms: you take half damage from lightning.
Goggles of Night
Wondrous
SRD 5.2.1Dark crystal lenses that drink the gloom: darkness — even magical — costs your attacks nothing.
Boots of Speed
Wondrous
SRD 5.2.1Click the heels and the road shortens: +10 ft walking speed.
Wand of the War Mage +1
Wondrous
SRD 5.2.1A battle-scarred wand that steadies the casting hand: +1 to spell attack rolls.
Wand of the War Mage +2
Wondrous
SRD 5.2.1A war-wand wrapped in scorched silver wire: +2 to spell attack rolls.
Stone of Good Luck
Wondrous
SRD 5.2.1A polished agate warm in the pocket: +1 to ability checks and saving throws.
Ring of Free Action
Ring
SRD 5.2.1A ring of interlocking links that never bind: you can't be slowed, grappled, or paralyzed.
Torch
Gear
SRD 5.2.1A pitch-soaked brand: bright light for 20 ft, dim to 40. Lit or doused as a free interaction; never burns down.
Ladder
Gear
SRD 5.2.1Ten feet of rails and rungs. Laid across an open pit from its lip as an action, it bridges a gap of up to 10 ft — difficult ground over the hole, until someone kicks it in.
Rope
Gear
SRD 5.2.1Fifty feet of hemp. Tied to a Grappling Hook and thrown across an open pit, it is rigged lip to lip for everyone — crossed hand over hand, as a climb.
Grappling Hook
Gear
SRD 5.2.1An iron hook for a rope's end. As a Utilize action it is thrown at a ledge within 50 ft and catches on a DC 13 Acrobatics check — at the far lip of an open pit, a rope across it.
Pole
Gear
SRD 5.2.1Ten feet of ash. Vault on it: a Strength (Athletics) check made as part of a long jump — a jump pushed past your distance — has advantage.
Iron Spikes
Gear
SRD 5.2.1A bundle of iron spikes. One hammered between a found pit's lid and the floor wedges it shut for good.
Cook's Utensils
Tool
SRD 5.2.1A pot, a ladle and a knife. At a Long Rest the one who carries them may cook the party's supper: a Wisdom check, DC 10 — a good one leaves everyone Heroically Inspired for the next fight.
Herbalism Kit
Tool
SRD 5.2.1Shears, a mortar and pestle, twine and a row of little pouches. A hand trained with it tells one leaf from another and brews a Potion of Healing from 25 GP of herbs in a day's work.
Poisoner's Kit
Tool
SRD 5.2.1Stoppered vials, a glass rod and gloves for what should not touch skin. A hand trained with it finds the poison in a cup and distils a Basic Poison from gathered toxins.
Woodcarver's Tools
Tool
SRD 5.2.1Knives, gouges and a short saw. A hand trained with them carves a quarterstaff, a bow or a crossbow from good wood, and a shield besides.
Smith's Tools
Tool
SRD 5.2.1Hammers, tongs, a file and a sack of charcoal. At a forge, a hand trained with them beats out blades, mail and plate, caltrops and ball bearings.
Leatherworker's Tools
Tool
SRD 5.2.1A curved knife, an awl, waxed thread and a roll of hide. A hand trained with them stitches leather and studded armour, and a sling.
Alchemist's Supplies
Tool
SRD 5.2.1Two glass beakers, a little burner, tongs and a rack of reagents. A hand trained with them mixes Alchemist's Fire.
Caltrops (bag)
Tactical
SRD 5.2.1A bag of four-spiked iron stars: scattered over a 5-ft square as an action, they slow and gouge whoever crosses (1d4 piercing).
Ball Bearings (bag)
Tactical
SRD 5.2.1A thousand tiny metal spheres spilled over the floor as an action: the first creature to cross each turn saves (DC 10 DEX) or goes down where it stands.
Alchemist's Fire
Tactical
SRD 5.2.1A flask of sticky, volatile liquid thrown up to 20 ft (an action): it shatters for 1d4 fire and clings — the target burns again at the start of its next two turns.
Holy Water
Tactical
SRD 5.2.1A blessed vial thrown up to 20 ft (an action): it sears an undead or a fiend for 2d6 radiant — and splashes harmlessly off anything else.
Handfast Cord +1
Wondrous
TactForgeA cord bound round the casting hand, its far end lost: +1 to spell attacks and spell save DCs; once a battle it pulls — a foe who saved against your spell rerolls.
Handfast Cord +2
Wondrous
TactForgeA silver-shot cord, warm to the touch, whose loose end fades to smoke: +2 to spell attacks and spell save DCs; once a battle it pulls — a foe who saved against your spell rerolls.
Poison of Paralysis
Poison
TactForgeBonus action: coat your weapon. Hits force a DC 13 Con save or the victim is paralyzed. 2 strikes.
Mantle of the Sentinel
Wondrous
TactForgeA warden's mantle: +1 AC and +2 to all saving throws.
Aegis of the Warden
Wondrous
TactForgeA legendary ward: +2 AC, +3 to all saves, and a critical hit against you becomes an ordinary strike.
Ring of the Ancients
Ring
TactForgeAn elder band humming with old magic: +3 to all your saving throws.
Lucky Coin
Wondrous
TactForgeA worn copper that always lands face-up: quest payouts run 5% richer while it rides in your pocket.
Traveler's Compass
Wondrous
TactForgeThe needle points to shortcuts no map shows: any road of two days or more takes a day fewer.
Ring of Focus
Ring
TactForgeA plain iron band that stills the mind: +1 on saves to hold concentration.
Ember Crystal
Wondrous
TactForgeA shard that never cools: your fire spells burn +1 hotter.
Hunter's Feather
Wondrous
TactForgeA hawk's pinion worn at the collar: +1 to initiative — the hunter moves first.
Leather Charm
Wondrous
TactForgeA knotted strip blessed by a hedge-witch: the first blow to find you each battle lands 2 softer.
Rough Garnet
Valuable
TactForgeA rough red stone. Worth a little coin to the right buyer.
Polished Malachite
Valuable
TactForgeA banded green gem, smooth to the thumb. Sells for a fair few coins.
Silver Locket
Valuable
TactForgeA tarnished silver locket, someone's keepsake once. Worth its weight in silver now.
Amethyst
Valuable
TactForgeA violet crystal that catches the torchlight. A jeweller would pay for it.
Black Pearl
Valuable
TactForgeA dark, flawless pearl. Small, weightless, and quietly valuable.
Jewelled Circlet
Valuable
TactForgeA gold circlet set with small stones. Loot fit for a warband's chief.
Emerald
Valuable
TactForgeA deep green gem, cut clean. A trader's eyes will light up.
Diamond
Valuable
TactForgeA brilliant white stone, hard as truth. The richest trinket a delve is likely to hide.
Tattered Dungeon Map
Valuable
TactForgeA soot-stained plan of this floor. Unfurls to lift the fog of the unknown.
Siege Ladder
Gear
TactForgeA wave's escalade gear: raised against a wall as an action, it makes that one cell climbable until a defender above shoves it down. Kit only — never sold.
Potion of Darkvision
Potion
TactForgeA draught of midnight: drink it (bonus action) and see 60 ft into the dark like an elf for the whole delve.
Iron Key
Key
TactForgeA heavy iron key on a leather thong. It fits one of this floor's locked doors — turn it and the bolt draws back: no check, no noise, no splinters.
Bestiary: Goblinkind
Tome
TactForgeA scribe's notes on the goblin tribes — their bosses, shamans and mages, and the bugbears and hobgoblins that march with them. Read at the hub: the whole family is known to its toughness. Consumed.
Bestiary: Robes and Knives
Tome
TactForgeA watchman's confession on the cult's sorts — guards, zealots, warlocks and the fanatics who lead them. Read at the hub: the whole family is known to its toughness. Consumed.
Bestiary: The Restless Dead
Tome
TactForgeA gravedigger's ledger of what climbs out of the barrows — bones, the still-fleshed, and the pale eaters. Read at the hub: each kind is known to its toughness. Consumed.
Bestiary: The Giant-Kin
Tome
TactForgeA tower's shelf on the giant-kin, from the dull ogre to the storm-lords. Read at the hub: each kind is known to its toughness. Consumed.
Bestiary: Teeth of the Wild
Tome
TactForgeA ranger's field notes on what hunts the roads — wolves and their worgs, the great spiders, the roc, and the slatejaw under the hill scree. Read at the hub: each kind is known to its toughness. Consumed.
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.
Tactforge is an independent project, compatible with fifth edition.