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Magic Items

Potion of Healing

Potion

SRD 5.2.1

Drink as an action to regain 2d4+2 HP.

Potion of Greater Healing

Potion

SRD 5.2.1

Drink as an action to regain 4d4+4 HP.

Potion of Superior Healing

Potion

SRD 5.2.1

Drink 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 5.2.1

Your Strength score becomes 21.

Amulet of Health

Wondrous

SRD 5.2.1

Your Constitution score becomes 19.

Boots of Elvenkind

Wondrous

SRD 5.2.1

Your steps make no sound: +5 to the stealth-approach check.

Scroll of Magic Missile

Scroll

SRD 5.2.1

Read as an action: three darts of force strike unerringly. Consumed.

Scroll of Cure Wounds

Scroll

SRD 5.2.1

Read as an action: mend a wounded ally's flesh. Consumed.

Scroll of Fireball

Scroll

SRD 5.2.1

Read as an action: a roaring blast of flame engulfs a point. Consumed.

Scroll of Lightning Bolt

Scroll

SRD 5.2.1

Read as an action: a stroke of lightning arcs through your foes. Consumed.

Basic Poison

Poison

SRD 5.2.1

Bonus action: coat your weapon. Hits force a DC 10 Con save or +1d4 poison. 3 strikes.

Serpent Venom

Poison

SRD 5.2.1

Bonus action: coat your weapon. Hits force a DC 11 Con save or +3d6 poison. 3 strikes.

Wyvern Poison

Poison

SRD 5.2.1

Bonus action: coat your weapon. Hits force a DC 13 Con save or +7d6 poison. 2 strikes.

Bag of Holding

Wondrous

SRD 5.2.1

This 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 5.2.1

Your Strength becomes 19 while worn, if it isn't already higher.

Cloak of Displacement

Wondrous

SRD 5.2.1

The cloak blurs your outline — attackers find you harder to strike (+2 AC).

Ring of Evasion

Ring

SRD 5.2.1

A steadying band: +1 to all your saving throws.

Belt of Fire Giant Strength

Wondrous

SRD 5.2.1

Your Strength becomes 25 while worn, if it isn't already higher.

Potion of Supreme Healing

Potion

SRD 5.2.1

Drink as an action to regain 10d4+20 HP.

Belt of Storm Giant Strength

Wondrous

SRD 5.2.1

Your Strength becomes 29 while worn, if it isn't already higher.

Bracers of Archery

Wondrous

SRD 5.2.1

Supple leather bracers tooled with flight-feathers: +2 damage on every ranged weapon hit.

Ring of Fire Resistance

Ring

SRD 5.2.1

A band of ruby-flecked gold, cool to the touch: you take half damage from fire.

Ring of Cold Resistance

Ring

SRD 5.2.1

A band of pale silver that never chills: you take half damage from cold.

Ring of Lightning Resistance

Ring

SRD 5.2.1

A copper band that hums before storms: you take half damage from lightning.

Goggles of Night

Wondrous

SRD 5.2.1

Dark crystal lenses that drink the gloom: darkness — even magical — costs your attacks nothing.

Boots of Speed

Wondrous

SRD 5.2.1

Click the heels and the road shortens: +10 ft walking speed.

Wand of the War Mage +1

Wondrous

SRD 5.2.1

A battle-scarred wand that steadies the casting hand: +1 to spell attack rolls.

Wand of the War Mage +2

Wondrous

SRD 5.2.1

A war-wand wrapped in scorched silver wire: +2 to spell attack rolls.

Stone of Good Luck

Wondrous

SRD 5.2.1

A polished agate warm in the pocket: +1 to ability checks and saving throws.

Ring of Free Action

Ring

SRD 5.2.1

A ring of interlocking links that never bind: you can't be slowed, grappled, or paralyzed.

Torch

Gear

SRD 5.2.1

A pitch-soaked brand: bright light for 20 ft, dim to 40. Lit or doused as a free interaction; never burns down.

Ladder

Gear

SRD 5.2.1

Ten 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 5.2.1

Fifty 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 5.2.1

An 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 5.2.1

Ten 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 5.2.1

A 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 5.2.1

A 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 5.2.1

Shears, 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 5.2.1

Stoppered 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 5.2.1

Knives, 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 5.2.1

Hammers, 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 5.2.1

A 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 5.2.1

Two glass beakers, a little burner, tongs and a rack of reagents. A hand trained with them mixes Alchemist's Fire.

Caltrops (bag)

Tactical

SRD 5.2.1

A 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 5.2.1

A 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 5.2.1

A 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 5.2.1

A 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

TactForge

A 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

TactForge

A 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

TactForge

Bonus action: coat your weapon. Hits force a DC 13 Con save or the victim is paralyzed. 2 strikes.

Mantle of the Sentinel

Wondrous

TactForge

A warden's mantle: +1 AC and +2 to all saving throws.

Aegis of the Warden

Wondrous

TactForge

A legendary ward: +2 AC, +3 to all saves, and a critical hit against you becomes an ordinary strike.

Ring of the Ancients

Ring

TactForge

An elder band humming with old magic: +3 to all your saving throws.

Lucky Coin

Wondrous

TactForge

A worn copper that always lands face-up: quest payouts run 5% richer while it rides in your pocket.

Traveler's Compass

Wondrous

TactForge

The needle points to shortcuts no map shows: any road of two days or more takes a day fewer.

Ring of Focus

Ring

TactForge

A plain iron band that stills the mind: +1 on saves to hold concentration.

Ember Crystal

Wondrous

TactForge

A shard that never cools: your fire spells burn +1 hotter.

Hunter's Feather

Wondrous

TactForge

A hawk's pinion worn at the collar: +1 to initiative — the hunter moves first.

Leather Charm

Wondrous

TactForge

A knotted strip blessed by a hedge-witch: the first blow to find you each battle lands 2 softer.

Rough Garnet

Valuable

TactForge

A rough red stone. Worth a little coin to the right buyer.

Polished Malachite

Valuable

TactForge

A banded green gem, smooth to the thumb. Sells for a fair few coins.

Silver Locket

Valuable

TactForge

A tarnished silver locket, someone's keepsake once. Worth its weight in silver now.

Amethyst

Valuable

TactForge

A violet crystal that catches the torchlight. A jeweller would pay for it.

Black Pearl

Valuable

TactForge

A dark, flawless pearl. Small, weightless, and quietly valuable.

Jewelled Circlet

Valuable

TactForge

A gold circlet set with small stones. Loot fit for a warband's chief.

Emerald

Valuable

TactForge

A deep green gem, cut clean. A trader's eyes will light up.

Diamond

Valuable

TactForge

A brilliant white stone, hard as truth. The richest trinket a delve is likely to hide.

Tattered Dungeon Map

Valuable

TactForge

A soot-stained plan of this floor. Unfurls to lift the fog of the unknown.

Siege Ladder

Gear

TactForge

A 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

TactForge

A draught of midnight: drink it (bonus action) and see 60 ft into the dark like an elf for the whole delve.

Iron Key

Key

TactForge

A 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

TactForge

A 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

TactForge

A 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

TactForge

A 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

TactForge

A 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

TactForge

A 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.