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Page 1: 250 Magic Items Book 3 PDF - DriveThruRPG.com

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Baba Azizi Tucker &Jackson Dean Chase

ForFighters and Rogues

Discover the SECRET to scale ANY 5e magic item up or down in POWER!Start your 1st level character with a MAGIC ITEM as a family heirloom...

Get your FREE Heirloom Magic Items rules at www.MageGate.com

MageGate.comSample

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Whatʼs Inside?250 Magic Items for Your 5e GameIncluding almost every type: armor, weapons, rings, andwondrous items. For random treasure tables, turn toChapter 4, pages 74-76. Happy rolling!

Every item requires attunement by a fighter or rogue.They’re meant to customize your character as well asto limit the need to multiclass or to use extra NPCs toround out the roles in smaller parties.

4 New Game Mechanics + GameMaster AdviceMagic items that scale with your proficiency bonus.We also add several new ways to use your 1st level classabilities to unlock bonus powers with our magic items.

Magic item saving throw DCs that scale with yourability score modifier and proficiency bonus.

Magic item sets you collect to provide set bonuses.

New types of magic ammunition that can be reused.

GM tips on how to use these items and cursed items.

1 New Type of Magic Item RarityUnique magic items bridge the gap between very rareand legendary items and are full of surprises!

As to how the 250 magic items break down, we put theemphasis on items you can use from 1st to 10thlevel. These levels get played the most, allowing you tobring these awesome new items into your game faster.

• 3 Common items for 1st–2nd level characters

• 31 Uncommon items for 3rd–4th level characters

• 96 Rare items for 5th–8th level characters

• 50 Very Rare items for 9th level + characters

• 63 Unique items for 7th–10th level characters

• 8 Legendary items for 11th-20th level characters

1 New Weapon Type + Revised Rules for 3 WeaponsSpiked Gauntlets return! Plus we add revised rules forflails, war picks, and whips to make them more deadly.

1 New Types of Wondrous ItemMagical Tattoos lore and rules!

Who Is This Book For?This book is for new and experienced players of 5e, theFifth Edition of the world’s greatest fantasy RPG.

Why An Entire Book of ClassSpecific Magic Items?Because that makes them cooler! More exclusive, moreunique, and more memorable. All of our 250 Best MagicItems books are written with love, and with the under-standing that every class needs different things.

What Makes Our Items Special?

Our magic items are designed to bring out the best inevery class and enhance their core competencies. Whodoesn’t want to be a badass version of themselves? Withthe items in this book, we guarantee you can become:

• The Ultimate Fighter

• The Ultimate Rogue

Everybody wants this. So that’s the first way we makeitems better.

The second way we make our magic items special is tocreate items that eliminate the need for larger parties(whether PC or NPC) or wasted levels spent multi-classing. We do this by granting you a portion of thebasic features and functionality of a related class.

In the case of this book, fighters and rogues are themost common adventuring classes, often coming froman urban environment. So it makes sense they shouldhave some skill and power overlap. After all, regardless ofculture or religion, they spend most of their time livingand adventuring in similar terrain and conditions.

We also wanted to make each of the classes in this bookmore attractive, more fun, and more capable of takingthe spotlight. By the time you finish reading this book,you will have a whole new appreciation andunderstanding for the classes in this book!

The third and final way we make our magic item booksamazing is each one has a gimmick. In the case of ourbarbarians, druids, and rangers book, it’s granting beasttraits to wilderness-based characters. With our bards,sorcerers, warlocks, and wizards book, it’s unlockingarcane secrets that make certain items more powerful tocertain classes or subclasses. For our fighters and roguesbook, it’s about granting monster traits and tying itempowers to class features like Cunning Action, ActionSurge, and Second Wind. You get the idea.

We’re thinking outside the box so you don’t have to.

That means you can just play the game without theheadache of wishing your character could do this or that.With MageGate Games, you can!

Whatʼs Inside?250 Magic Items for Your 5e GameIncluding almost every type: armor, weapons, rings, andIncluding almost every type: armor, weapons, rings, andwondrous items. ForIncluding almost every type: armor, weapons, rings, andwondrous items. ForIncluding almost every type: armor, weapons, rings, and

random treasure tablesIncluding almost every type: armor, weapons, rings, and

random treasure tablesIncluding almost every type: armor, weapons, rings, and

, turn to, turn toChapter 4, pages 74-76. Happy rolling!

Every item requires attunement by a fighter or rogue.They’re meant toEvery itemThey’re meant toEvery item requires attunementThey’re meant to

requires attunementcustomize your character

requires attunementcustomize your character

requires attunement by a fighter or rogue.customize your character

by a fighter or rogue.as well as

by a fighter or rogue.as well as

by a fighter or rogue.

to limit the need to multiclass or to use extra NPCs toThey’re meant toto limit the need to multiclass or to use extra NPCs toThey’re meant to customize your characterto limit the need to multiclass or to use extra NPCs to

customize your character

round out the roles in smaller parties.

4 New Game Mechanics + GameMaster AdviceMagic items that scale with your proficiency bonus.We also add several new ways to use your 1Magic items thatWe also add several new ways to use your 1Magic items that scale with your proficiency bonusWe also add several new ways to use your 1

scale with your proficiency bonusst level class

scale with your proficiency bonuslevel class

scale with your proficiency bonus

abilities to unlockWe also add several new ways to use your 1abilities to unlockWe also add several new ways to use your 1

bonus powersWe also add several new ways to use your 1

bonus powersWe also add several new ways to use your 1

with our magic items.We also add several new ways to use your 1

with our magic items.We also add several new ways to use your 1

Magic item saving throw DCs that scale with yourability score modifier and proficiency bonus.Magic itemability score modifier and proficiency bonus.Magic item saving throw DCs that scaleability score modifier and proficiency bonus.

saving throw DCs that scale with yourability score modifier and proficiency bonus.

with your

Magic item sets you collect to provide set bonusesset bonuses.

Because that makes them cooler! More exclusive, moreunique, and more memorable. All of our 250 Best MagicItems books are written with love, and with the under-standing that every class needs different things.

What Makes Our Items Special?

Our magic items are designed to bring out the best inevery class and enhance their core competencies. Whodoesn’t want to be a badass version of themselves? Withthe items in this book, we guarantee you can become:

• The Ultimate Fighter

• The Ultimate Rogue

Everybody wants this. So that’s the first way we make

Why An Entire Book of ClassSpecific Magic Items?Because that makes them cooler! More exclusive, more

For this book’s credits, copyright notice, OGL license, and our declaration of Open Game Content, please turn to pages 78-79.

What if you could start your 1st level character with an awesome magic item?A family heirloom that grows in POWER and scales with you at LEVEL UP?Get your FREE Heirloom Magic Items rules at www.MageGate.comSam

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IntroductionWELCOME TO MAGEGATE GAMES, your one-stop shopfor 5e fantasy fun! Our sourcebooks are designed to befully compatible with the Fifth Edition of the world’sgreatest roleplaying game. With minimal tweaking,they should also work for past editions (especially 3e,3.5e, and 4e), as well as other tabletop roleplayinggames (TTRPG) with similar rules and mechanics.

Who we are: MageGate Games are USA TODAY best-selling author Jackson Dean Chase and Baba AziziTucker, two veteran GMs with over 88 years of gamingbetween us. We’re committed to producing not justtop quality supplements, but top creative supplements.This 250 Best Magic Items series is an example of that,and there’s more to come!

For PlayersApart from roleplaying, what better defines a characterthan their magic items?

• King Arthur and Excalibur

• Elric and Stormbringer

• Frodo and the One Ring

Magic items are a huge part of myth and legend,and integral to modern fantasy. But heroes and villainsrarely begin with magic items. No, they have to workfor them, quest for them, bleed for them. And oncethey have them, they have to keep them!Think about your character. You can only achieve so

much uniqueness with levels, multi-classing, and feats.But with magic items—especially the right magic items, theperfect magic items—anything is possible!That’s why we wrote this book and this series.

Because we saw a need for more creative, out of theordinary magic items in our favorite RPG. Nobodywants a generic item if they can have something clever.

Something cool.Something memorable!

For Game MastersWe’ve included a Magic Item Rarity table that explainsnot only what the different rarities in this book meanin terms of their power levels, but where the items canbe found and who has them.

While some of the magic items we present are finefor random tables of dungeon treasure, many are farbetter than that! They should belong to—or be soughtafter by—your characters’ rivals and villains. Their useshould be a point of pride, and a testimony to the skilland daring of the owner.

For EveryoneRegardless of whether you play high, low, or mediumfantasy, magic items—and the drive to own or denythem to others—can play a major role in your game.They don’t all have to be world-shaking artifacts.Perhaps the items are lost or stolen family heirlooms,sacred relics of a temple, or even a symbol of authorityin a kingdom or organization. Perhaps the items arethe key to unlocking a much larger puzzle.

It’s up to you.What we do know—and can guarantee—is the items

in this book will make your game more fun. They offershocks, surprises, and something fun you and yourgroup will talk about for years to come.And speaking of surprises, we’ll be tying some of

the items from this book into our upcoming adventuremodules, so be on the lookout for them.

And remember…When you enter the MageGate, you open the door

to adventure!

Let the magic begin!

Jackson Dean Chase & Baba Azizi Tucker

Get your FREE BONUS at MageGate.com

IntroductionIntroduction

While some of the magic items we present are finefor random tables of dungeon treasure, many are farbetter than that! They should belong to—or be soughtafter by—your characters’ rivals and villains. Their use

IntroductionWELCOMEWELCOMEW TO MAGEGATEGATEG GAMESGAMESG , your one-stop shopfor 5e fantasy fun! Our sourcebooks are designed to befully compatible with the Fifth Edition of the world’sgreatest roleplaying game. With minimal tweaking,they should also work for past editions (especially 3e,3.5e, and 4e), as well as other tabletop roleplaying

While some of the magic items we present are finefor random tables of dungeon treasure, many are farbetter than that! They should belong to—or be soughtafter by—your characters’ rivals and villains. Their useshould be a point of pride, and a testimony to the skill

While some of the magic items we present are finefor random tables of dungeon treasure, many are farbetter than that! They should belong to—or be sought

We’ve included a Magic Item Rarity table that explainsnot only what the different rarities in this book meanin terms of their power levels, but where the items can

IntroductionIntroductionIntroductionIntroductionIntroductionIntroductionIntroductionIntroductionIntroduction

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Magic Item RarityONE OF THE THINGS players want most are magicitems. Yet they are the thing GMs worry about handingout. What if the new items make combat too easy?When we were designing magic items for our 5e

gaming supplements and sourcebooks, we felt weshould come up with a consistent system for whatmagic item rarities mean from a design perspective.We did this by defining what kind of powers an item

should have according to its rarity. We then extendedthis to include where each type of item can most oftenbe found—and with whom. We also added an excitingnew category: the unique magic item.This is the table we use to ensure our products stay

consistent. Feel free to adopt or adapt it to your needs.

CommonCommon magic items are suitable for 1st-2nd levelcharacters. They typically do just one minor thing, andnothing beyond a cantrip. They are often referred to as“curios,” “interesting items,” or “oddities.”

Who has them? Noteworthy low level NPCs andrandom loot might have common magic items.

UncommonUncommon magic items are suitable for 3rd to 4thlevel characters. They typically do several decent butrelatively minor things equal to cantrips through 1stlevel spells. If they are weapons or armor, their bonusis +1, and they do little to nothing else.

Who has them? Noteworthy low level NPCs mighthave uncommon magic items. Mid-level NPCs willdefinitely have them.

250 Best Magic Items for Fighters and Rogues

Noteworthy low level NPCs mighthave uncommon magic items. Mid-level NPCs willdefinitely have them.

Rarity Character Level Spell Level Combat Bonus NPC Owner Random Loot? Value in GP

Common 1st-2nd Cantrip +0 Noteworthy (minor) Yes 100-250

Uncommon 3rd-4th Cantrip-1st +1 Noteworthy (mid-) Yes 251-500

Rare 5th-8th Cantrip-2nd +2 Noteworthy (mid-) Yes 501-5,000

Very Rare 9th + 3rd-4th +3 Noteworthy (high) Yes 5,001-50,000

Unique 7th-10th 3rd-5th +1 to +3 Important No 10,001-50,000

Legendary 11th + 3rd-9th +3 Major No 50,000+

Artifact 17th + 9th +3 Godlike No Priceless

RareRare magic items are suitable for 5th-8th levelcharacters. They typically do several cool things equal tocantrips through 2nd level spells. If they are weapons orarmor, their bonus is +2, and they do little to nothingelse. If their bonus is only +1, then they will have someother decent to cool power(s) on top of their bonus tohit and to damage.

Who has them? Noteworthy mid-level NPCs willdefinitely have them.

Very RareVery rare magic items are suitable for 9th levelcharacters and up. They typically do several cool thingsequal to 3rd to 4th level level spells. If they are weaponsor armor, their bonus is +3, and they do little tonothing else. If their bonus is only +2, then they willhave some other decent to cool power(s) on top of theirbonus to hit and to damage.

Who has them? Noteworthy 9th level and higherNPCs will definitely have them.

UniqueUnique magic items are suitable for 7th-10th levelcharacters. They typically do several cool things equal to3rd to 5th level spells. If they’re weapons or armor,their bonus is +1 to +3, and they will have some othercool power(s) on top of their combat bonus.

Who has them? Unique items are just that: unique.There is only one of this item in existence, and it iseasily identifiable as an important NPC's signature item.Unique items must be won by defeating the currentowner, or they could be the object of a quest to recoverthem. That means unique items are never random loot.

Magic Item Rarity

Chapter 1Chapter 1

Legendary 11th +

Artifact 17th +

5

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66 250 Best Magic Items for Fighters and Rogues250 Best Magic Items for Fighters and Rogues

LegendaryLegendary magic items are suitable for 11th levelcharacters and up. They are even stronger in power thanthe strongest unique items, not to mention even olderand more famous. They may or may not be unique.

Who has them? Legendary items are rarely found onhigh level NPCs who are not already major heroes,villains, or rulers in a campaign setting. It could be theobject of a major quest to locate one and defeat (or winover) the legendary NPC or monster who guards it.

What’s their impact? Legendary items tend to affectcampaign settings on a national, fiefdom, or city level.

ArtifactArtifacts are suitable for 17th level characters andbeyond. These are ancient unique items from a longgone age. They are off the charts crazy powerful!

Who has them? Like unique and legendary items,artifacts are never found as random loot. When broughtinto your game, artifacts are the object of the entirecampaign—usually to prevent the godlike villain fromfinding and/or unlocking its power. Once an artifact isrecovered, wars and tragedies follow in its wake.

What’s their impact? Artifacts can affect your entiregame world, or a significant portion of it. Be careful!

These Are Guidelines, Not RulesIt’s your game. These guidelines are what makes senseto us. The primary difference between our definitionsand the DMG is we bumped legendary items down to11th level. We did this because in our 88 combinedyears of gaming, most campaigns never make it that far,so reserving legendary items for 17th level and abovelikely means never using them. Where’s the fun in that?

Disagree? Feel free to make exceptions for everycategory of rarity—whatever fits your game. There’snothing wrong with players or NPCs getting a betteritem at an earlier level if that makes things more fun.

WhatDoes NoteworthyMean?“Noteworthy” is defined as an NPC or location of minor

to major importance in your campaign. This could be a

dungeon, lair, guildhall, palace, etc.

These people and places often create consequences for

the party if they are killed, stolen from, or messed with.

Adventure HooksIF YOU WANT to make magic items special, you need tobuild adventure hooks around them. This doesn’t applyto common or uncommon items; those are fine forrandom loot drops. But once items increase in powerbeyond that, acquiring them should be a challenge.

Eight Interesting Item Hooks (choose or roll 1d8):

1.The item is a lost or stolen family, clan, or tribal

heirloom. Its recovery will increase both the character’s

standing in their family unit as well as among their peers

and in their community.

2.The item was placed by the character’s mentor, patron,

or a tribal elder in a dangerous spot on purpose. Its

recovery is intended as a rite of passage for the

character to attain adulthood or rank or status within

the family, tribe, or organization.

3.The item has been placed as the prize (or part of the

prize) in a contest by a local ruler or organization,

perhaps with a hefty fee and/or tough qualifying test to

gain entry.

4.The characters are hired to retrieve the item for an

interested party (perhaps the rightful owner). The party

is expected to give the item to their employer, but will

receive other items in exchange.

5.The item contains a clue to a larger treasure, perhaps as a

treasure map hidden inside a hollowed-out weapon hilt, or

engraved on the inside of a breastplate or shield, etc.

6.The items are the keys to unlocking some greater force

from its magical prison, such as a celestial, demigod,

elemental, fey, fiend, god, or undead. Or, it could release

the clone of a tyrant or wizard.

7.The ghost of the item’s former owner (who may be related

to the player) contacts them to retrieve it and “restore

their honor.” In return, the player can keep it.

8.The character kills a villainous NPC to gain the item, but is

later mistaken as the villain by the law and also hunted by

the villain’s vengeful master, family, friends, and/or allies.

Chapter 2Chapter 2Chapter 2

66

to major importance in your campaign. This could be a

dungeon, lair, guildhall, palace, etc.

These

the party if they are killed, stolen from, or messed with.Sample

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7250 Best Magic Items for Fighters and Rogues

Magic Items A-ZHere is an alphabetical list of the 250 Best MagicItems for Barbarians, Druids, and Rangers. Items include adescription of their appearance and what school(s) ofmagic they radiate when detect magic or identify are caston them, followed by their powers plus any specialpowers, limits, charges, curses, etc.

Important: Unless noted otherwise, all items mustbe worn, wielded, or carried to bestow their powersand/or set bonus upon you. Consumable items endyour attunement after they are consumed. All cursesmay be broken in the usual ways (remove curse, etc.).

Magic Ammunition: Some ammunition (arrows,etc.) use charges and require attunement. Thisammunition can likely only be used once per encounter(unless the character retrieves them). These items aredestroyed when they run out of charges and can’t berecharged.

Magic Item Powers Per Day: Some items’ powers perday are tied to your proficiency bonus. This is somagic items will scale when you level up, ensuringthey remain useful longer.If a power tied to your proficiency bonus lets you

cast more than one spell or spell-like ability per day,that is the total number of times per day you may useany combination of those spells or spell-like effects in24 hours. Example: An item that lets you cast animalfriendship or animal messenger means if your bonus is +2,you may cast one spell twice or both spells once.

Spellcasting Ability Score: Unless specifiedotherwise, all items use Strength or Dexterity(whichever is higher) as your spellcasting ability scorefor purposes of spells and powers.

Saving Throws: Unless specified otherwise, all itemsaving throw DCs equal 8 + your Strength orDexterity modifier (whichever is higher) + yourproficiency bonus.

Set Bonus: Some unique items have special bonuspowers tied to a 2-3 piece set bonus. Set powers are

listed at the end of the final item in each set.

Adventurerʼs RingRing, rare (requires attunement by a fighter or rogue)This chunky gold ring is set with the symbol of atreasure chest split by a stylized lightning bolt.

Radiates: Transmutation magic.Power: You gain proficiency in Intelligence

(Investigation) and Wisdom (Insight, Perception). Ifyou’re already proficient, you gain a +2 bonus instead.

Power: You may add or subtract any number up toyour class levels + your proficiency bonus to the dierolls on random treasure and/or magic item tables, orto Intelligence (Investigation) checks to determine ifan item you seek is available locally. If your check fails,you may roll again but must accept the new result.

Power: You may swap a 1st level fighter or rogueclass ability for one from the other class. A fighter canswap Action Surge, Fighting Style, or Second Wind forExpertise or Sneak Attack, and a rogue can swapExpertise or Sneak Attack for Action Surge, FightingStyle, or Second Wind.

Special: Fighters gain Thieves’ Cant for free even ifthey don’t swap out a fighter ability for a rogue one.

Special: If you are multiclassed and gain Expertise,you apply it to skill proficiencies from any of your classskill lists. Once chosen, the new ability becomes partof your class and scales with your level.

Note: If you sever your attunement, you lose yourswapped ability and regain your original class ability.

Alchemistʼs AssistantWondrous item, rare (requires attunement by a fighter orrogue)This coarse cloak has many pockets and pouches forholding misc. alchemist's supplies, along with a smallpocket for bullets and a sling on the small of the back.

Radiates: Conjuration and transmutation magic.Power: You gain proficiency with alchemist's

supplies and the poisoner's kit (PHB). If you arealready proficient, you gain a +2 bonus instead.

Power: You may access any of the pouches on thecloak as a free action for the purpose of stowing,retrieving, and/or using your alchemist's supplies; thisincludes bombs, poisons, potions, powders, etc.

Power: The cloak produces a limited daily supply of threealchemical compounds: poison powder, sleep powder, and

7250 Best Magic Items for Fighters and Rogues

listed at the end of the final item in each set.

s RingRing, rare (requires attunement by a fighter or rogue)

Chapter 3listed at the end of the final item in each set.

AdventurerRing, rare (requires attunement by a fighter or rogue)

Chapter 3listed at the end of the final item in each set.listed at the end of the final item in each set.

Chapter 3Chapter 3

7

retrieving, and/or using your alchemist's supplies; this

The cloak produces a limited daily supply of three

poison powder, sleep powder, andSam

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8 250 Best Magic Items for Fighters and Rogues

spark powder. You may dip your sling's bullets into a singlealchemical compounds before using them to attack as afree action. The cloak creates a total number ofcompounds per day equal to your level + your Wisdommodifier + your proficiency bonus. You decide whichcompound is created each time you dip a bullet in itspockets. You are immune to the effects of all threepowders.

• Poison powder. If someone is hit with a bulletcoated in poison powder, they must make aConstitution saving throw or take an extra 1d4poison damage and become poisoned. The targetcan attempt to repeat the saving throw at the endof each of their turns, ending the effect on asuccess.

• Sleep powder. If someone is hit with a bulletcoated in sleep powder, they must succeed on aConstitution saving throw or take an extra 1d4bludgeoning damage and fall unconscious for 1minute. The target awakens if it takes damage oranother creature takes an action to shake themawake.

• Spark powder. If someone is hit with a bulletcoated in spark powder, they must make aDexterity saving throw or take an extra 1d4 firedamage and an additional 1d4 fire damage at thestart of each of their turns. A creature can attemptto smother the flames as an action. Spark powdermakes a loud sizzle on impact that can be heardfor 60 feet. Flammable objects hit by theseprojectiles ignite if not being worn or carried by acreature.

Ambition of the East Armor (Set)Armor (breastplate), unique (requires attunement by a fighteror rogue)This flame red and sand yellow+1 breastplate featuresan embossed flame in its center.

Radiates: Abjuration and evocation magic.Power: You gain resistance to cold and fire damage.Power: You know fire bolt, and may cast burning hands

or heat metal as per the Magic Item Powers Per Dayrules on page 7.

Special: If you are a rogue, you gain proficiency withmedium armor.

Ambition of the East Sword (Set)Weapon (longsword), unique (requires attunement by a fighteror rogue)This flaming red +1 longsword has a bone hilt that curlsinto the shape of a flame. The bone is from a sphinx.

Radiates: Conjuration and evocation magic.Power: Your attacks with this weapon deal an extra

1d8 fire damage and each swing is accompanied by thehissing spit of cinders and smoke.

Power: You know dancing lights and produce flame, andmay cast continual flame a number of times per dayequal to your proficiency bonus.

Set Bonus: If you are wearing the ambition of the eastarmor and wielding the ambition of the east sword, youadd 1 extra die of damage to its burning hands and heatmetal, and you gain immunity to fire damage.

Ambition of the North Armor (Set)Armor (breastplate), unique (requires attunement by a fighteror rogue)This storm gray and snow white+1 breastplate featuresan embossed snow-capped mountain in its center.

Radiates: Abjuration and evocation magic.Power: You gain resistance to cold and fire damage.Power: You know ray of frost and may cast enhance

ability (bull's strength or bear's endurance only, but youmay cast them on yourself or others) a number oftimes per day equal to your proficiency bonus. Enhanceability (either version) does not require concentration.

Special: If you are a rogue, you gain proficiency withmedium armor.

Ambition of the East Armor (Set)

creature.

RPower:Power:Power:

abilitymay cast them on yourself or others) a number oftimes per day equal to your proficiency bonus.ability

medium armor.

250 Best Magic Items for Fighters and Rogues

projectiles ignite if not being worn or carried by aprojectiles ignite if not being worn or carried by acreature.creature.

ALCHEMIST̓S ASSISTANT

88

ALCHEMIST̓S ASSISTANTALCHEMIST̓S ASSISTANTALCHEMIST̓S ASSISTANT

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9250 Best Magic Items for Fighters and Rogues

Ambition of the North Sword (Set)Weapon (longsword), unique (requires attunement by a fighteror rogue)This snow white +1 longsword has a frost giant bonehilt that ends in the shape of a snow-capped mountain.

Radiates: Conjuration and evocation magic.Power: Your attacks with this weapon deal an extra

1d8 cold damage and each swing is accompanied by ahowling cold wind and dusting of snowflakes.

Power: You may cast magic missile, ray of enfeeblement,or spike growth as per the Magic Item Powers Per Dayrules on page 7. The magic missile is composed of hailstones that do cold damage, not force damage.

Set Bonus: If you are wearing the ambition of the northarmor and wielding the ambition of the north sword, yougain 1 extra magic missile per casting, and you gainimmunity to cold damage.

Ambition of the South Armor (Set)Armor (breastplate), unique (requires attunement by a fighteror rogue)This jungle green and earth brown +1 breastplate has anembossed snake pattern in its center.

Radiates: Abjuration and conjuration magic.Power: You gain resistance to acid and poison

damage.Power: You know acid splash and poison spray and may

cast acid arrow or entangle a number of times per dayequal to your proficiency bonus.

Special: If you are a rogue, you gain proficiency withmedium armor.

Ambition of the South Sword (Set)Weapon (longsword), unique (requires attunement by a fighteror rogue)This emerald +1 longsword has a naga bone hilt thatends in the shape of a ziggurat.

Radiates: Conjuration and evocation magic.Power: Your attacks with this weapon deal an extra

1d8 acid damage and each swing is accompanied by thehissing of snakes and sizzle of acid as well as the smellof the jungle and swamps.

Power: You may cast detect poison and disease, lesserrestoration, or ray of enfeeblement as per the Magic ItemPowers Per Day rules on page 7.

Set Bonus: If you are wearing the ambition of the south

armor and wielding the ambition of the south sword, youadd 1 extra die of damage to its acid arrow, and yourgain immunity to acid and poison.

Ambition of the West Armor (Set)Armor (breastplate), unique (requires attunement by a fighteror rogue)This ocean blue and sun orange +1 leather armor has anembossed trident with a foam-topped wave in itscenter.

Radiates: Abjuration and evocation magic.Power: You ignore difficult terrain.Power: You gain resistance to lightning and thunder

damage.Power: You may cast alter self, cure wounds, or

longstrider as per the Magic Item Powers Per Day ruleson page 7.

Special: If you are a rogue, you gain proficiency withmedium armor.

Ambition of the West Sword (Set)Weapon (longsword), unique (requires attunement by a fighteror rogue)This ocean blue +1 longsword has a storm giant bonehilt that curls into the shape of a wave.

Radiates: Conjuration and evocation magic.Power: Your attacks with this weapon deal an extra

1d8 thunder damage and each swing is accompanied bythe roar of the waves and salt tang of the sea.

Power: You know shocking grasp, and may cast spikegrowth or thunderwave as per the Magic Item Powers PerDay rules on page 7.

Set Bonus: If you are wearing the ambition of the westarmor and wielding the ambition of the west sword, youadd 1 extra die of damage to its thunderwave, 1 extra dieof healing to its cure wounds, and you gain immunity tolightning and thunder damage.

Unique Item SetsMany unique item sets will be found in the hands of famous

(or infamous) adventurers, powerful nobles, and warlords,

while others will be held by secretive thieves’ guilds and

criminal organizations. For example, a single ambition set

might be held by a hero, villain, or ruler native to a certain

region, but the 4 sets representing different regions might

be held by a far-flung group united by a common goal…

9

set

might be held by a hero, villain, or ruler native to a certain

region, but the 4 sets representing different regions might

be held by a far-flung group united by a common goal…Sam

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10 250 Best Magic Items for Fighters and Rogues10 250 Best Magic Items for Fighters and Rogues

Amulet of the AdventurerWondrous item, very rare (requires attunement by a fighter orrogue)This is a tarnished brass amulet of a sunburst.

Radiates: Abjuration and transmutation magic.Power: You know light and may cast daylight a number

of times per day equal to your proficiency modifier.Power:When you are lowered to one-third of your

maximum HP, the amulet grows warm and you gainthe halfling’s Lucky trait (PHB) for the next 10minutes. You may use this power once per long rest.

Amulet of the BladeWondrous item, very rare (requires attunement by a fighter orrogue)This iron amulet is set with eight pieces of jet.

Radiates: Transmutation magic.Power: You gain proficiency in all simple and martial

bladed weapons.Power: You gain a +1 bonus to damage rolls with

slashing weapons.Power: You gain the fighter's Two-Weapon Fighting

style when dual-wielding light melee weapons as longas one of the weapons does slashing damage.

Special: If you are a fighter with the Two-WeaponFighting style, you may wield one light and one versatileweapon without restrictions as long as both weaponsdo slashing damage.

Amulet of the BuilderWondrous item, unique (requires attunement by a fighter orrogue)This brass amulet is set with a hammer and chisel.

Radiates: Conjuration, evocation, and transmuta-tion magic.

Power: You gain proficiency in carpenter's tools andmason’s tools. If you already have proficiency, you gaina +2 bonus instead.

Power: You gain architect’s cunning. Whenever youmake an Intelligence (History) check related to theorigin of any structure, you are considered proficient inthe History skill and add double your proficiencybonus to the check. If the check fails, you can rerollbut must accept the new result.

Power: You know mending and may cast tiny hut andwall of stone once each per long rest.

Amulet of the FishermanWondrous item, rare (requires attunement by a fighter orrogue)This brass amulet is in the image of a net and trident.

Radiates: Transmutation magic.Power: You gain proficiency with nets, spears, and

tridents. You gain advantage on attack rolls with nets.Power: You gain advantage on Strength (Athletics)

checks to grapple, shove, or hurl small objects orcreatures one size smaller than you or less.

Power: Nonmagical spears and tridents areconsidered magical when wielded by you. In addition,your spear attacks deal 1d8 piercing damage and yourtrident attacks deal 1d8 piercing damage (or 1d10when using the versatile property).

Amulet of the Haunted HandWondrous item, uncommon (requires attunement by a fighteror rogue)This brass amulet has a skeletal hand in its center.

Radiates: Enchantment and necromancy magic.Power: You gain proficiency in Intelligence (Arcana)

and Charisma (Deception, Intimidate). If you arealready proficient, you gain a +2 bonus instead.

Power: You know chill touch, dancing lights, and magehand and may cast speak with dead once per long rest.

Curse.When you attune to this amulet, you feel as ifcold hands grab your shoulders from behind. One ofyour hands (your choice) grows cold, the flesh rotsaway over 10 agonizing minutes, and it becomesskeletal. During this 10 minutes, you are incapacitated(no saving throw). Afterward, your skeletal hand isfully functional, its bones bound by magic.You now radiate necromantic magic and your

creature type changes to undead from dusk till dawn(for purposes of determining what items or magic canaffect, heal, or damage you). While undead, you do notage, effectively doubling your lifespan. Your creaturetype changes back to your original type during the day,but your hand remains skeletal.

Special: As a free action, your skeletal hand canradiate a menacing, ghostly purple glow for 10 minutes(concentration required). This sheds bright light in a10 foot radius and dim light for another 20 feet. It canonly be activated at night, underground, or inconditions of dim light. The light always activates at

Amulet of the Adventurer

1010

origin of any structure, you are considered proficient inthe History skill and add double your proficiencybonus to the check. If the check fails, you can rerollbonus to the check. If the check fails, you can rerollbut must accept the new result.but must accept the new result.

Power:wall of stoneSam

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11250 Best Magic Items for Fighters and Rogues

full glow, but you can reduce its radius (as another freeaction) to shed 5 feet of bright light and another 10feet of dim light.While your ghostly purple glow is active, you gain

advantage on Charisma (Deception, Intimidate) checksand on all Charisma checks against evil creatures,fiends, necromancers, undead, and warlocks. Inaddition, during this time, all your weapons, magicitems, spells, and other spell-like abilities also radiatethe ghostly purple light for their duration. This is a purelycosmetic effect except as a potential light source.You may use this special power a number of times

per day equal to your Constitution modifier + yourproficiency bonus.

Amulet of the OutlawWondrous item, rare (requires attunement by a fighter orrogue)This brass amulet is in the image of a broken lock.

Radiates: Illusion and transmutation magic.Power: You gain proficiency in thieves' tools. If you

already have proficiency, you gain a +2 bonus instead.Power: You gain proficiency in Dexterity (Stealth)

checks. If you already have proficiency, you gain a +2bonus instead.

Power: You know dancing lights and may castinvisibility on yourself for 10 minutes once per day, butonly when wearing light armor or no armor.

Special: If you are a rogue, after using CunningAction, you may use your invisibility power as a freeaction.

Amulet of the StalwartWondrous item, rare (requires attunement by a fighter orrogue)This bronze amulet is set with a great helm symbol.

Radiates: Abjuration and transmutation magic.Power: You gain proficiency in Charisma

(Persuasion). If you already have proficiency, you gain a+2 bonus instead.

Power: You have advantage on saving throws madeagainst being charmed, frightened, or intimidated.

Power: You gain the knight’s leadership action (MM).Special: If you are a fighter with the Protection

fighting style, you no longer need to hold a shield togain its benefits.

Amulet of theWandererWondrous item, uncommon (requiresattunement by a fighter or rogue)This brass amulet has a compass roseembossed on it.

Radiates: Divination, illusion, andtransmutation magic.

Power: You gain proficiency inWisdom (Survival) and carto-grapher's tools. If you are alreadyproficient, you gain a +2 bonusinstead.

Power: You may cast comprehendlanguages, disguise self, expeditiousretreat, or longstrider on yourself as perthe new Magic Item Powers Per Dayrules on page 7.

Animalʼs DrumWondrous Item, rare (requires attunementby a fighter or rogue)This wearable war-drum is made ofwood, painted with runes and capedwith a black leather skin and crossstrap.

Radiates: Enchantment, evocation,and transmutation magic.

Power: You gain proficiency inCharisma (Performance). If you arealready proficient, you gain a +2 bonus instead.

Power: You may play deafening sounds that disruptthe concentration of all creatures within 60 feet. Allconcentration spells within the area of effect mustmake a concentration save with disadvantage everyround until your drumming stops or is interrupted.You may use this power for 1 minute a number oftimes per day equal to your Constitution modifier(minimum of 1).

Power: You may lose yourself in your mad martialmusic and go into a raging war fit. When you do, yougain the giant boar’s charge trait (MM), increase yourwalking speed by 10 feet, become proficient inunarmed combat, and take half damage from all meleeand ranged weapon attacks. You may use this powerfor 1 minute once per long rest.

11

Wondrous item, uncommon (requiresattunement by a fighter or rogue)This brass amulet has a compass rose

Divination, illusion, andtransmutation magic.

You gain proficiency inWisdom (Survival) and carto-grapher's tools. If you are alreadyproficient, you gain a +2 bonus

checks. If you already have proficiency, you gain a +2

You may castdisguise selflongstrider

the new Magic Item Powers Per Dayrules on page 7

Animalʼs DrumWondrous Item, rare (requires attunementby a fighter or rogue)This wearable war-drum is made ofwood, painted with runes and capedwith a black leather skin and crossstrap.

Radiates:Radiates:R Enchantment, evocation,and transmutation magic.

Power: You gain proficiency inCharisma (Performance). If you arealready proficient, you gain a +2 bonus instead.

You may play deafening sounds that disruptthe concentration of all creatures within 60 feet. Allconcentration spells within the area of effect mustmake a concentration save with disadvantage everyround until your drumming stops or is interrupted.You may use this power for 1 minute a number oftimes per day equal to your Constitution modifier

Wisdom (Survival) and carto-grapher's tools. If you are alreadyproficient, you gain a +2 bonus

You may cast

This brass amulet has a compass rose

Divination, illusion, and

You gain proficiency in

You may castself,self,self expeditious

longstrider on yourself as perthe new Magic Item Powers Per Day

page 7.

s DrumWondrous Item, rare (requires attunement

Divination, illusion, and

You gain proficiency inWisdom (Survival) and carto-grapher's tools. If you are alreadyproficient, you gain a +2 bonus

You may cast comprehendexpeditious

on yourself as perthe new Magic Item Powers Per Day

11

trait (MM), increase your

unarmed combat, and take half damage from all meleeand ranged weapon attacks. You may use this power

AMULETOF THEHAUNTEDHAND

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12 250 Best Magic Items for Fighters and Rogues

AnvilbreakerWeapon (war pick), legendary (requires attunement by afighter)This +3 war pick is forged of indestructible dark iron.The handle is wrapped in white dragon hide.

Radiates: Abjuration and transmutation magic.Power: You are not subject to the disadvantage or

Strength requirements for wearing heavy armor.Power: You gain immunity to cold and fire damage.Power: You may cast shield a number of times per

long rest equal to your proficiency bonus.Power: You may cast heat metal and shatter as bonus

actions as per the new Magic Item Powers Per Dayrules on page 7.

Special: Refer to the War Pick sidebar below forrevised rules on this weapon’s properties and damagetypes.

Armor of the GatesArmor (breastplate), very rare (requires attunement by afighter)This brass +2 breastplate has a red gate embossed on itsfront and a blue gate on its back.

Radiates: Abjuration, conjuration, transmutation.Power: You may mark a target you can see within 15

feet with the mark of the red gate. When you do, youswap places with them. If the target isn't willing, thenit must make a Constitution saving throw. On asuccessful save, you do not swap places. You may use

this power a number of times per day equal to yourproficiency bonus.

Power: You may mark two targets you can seewithin 30 feet with the mark of the blue gate. When youdo, they swap places. If either creature is unwilling,they must make a Constitution saving throw. On asuccessful save, they do not swap. If one of thecreatures is willing, it teleports 10 feet in the directionit wants, but must reappear in an unoccupied square.

Power: You may cast find steed once per long rest.The steed is a willing creature for the item’s powers.

Arrow of AnguishWeapon (ammunition), rare (requires attunement by a fighteror rogue)This unbreakable yet fragile-looking purple +1 arrow isfletched with purple feathers. A strip of forest greencloth is tied to the head; the cloth has been rumored tobe soaked in the tears of dying maidens.

Radiates: Enchantment magic.Power: This ammunition deals an extra 1d8 psychic

damage when it hits, and imposes disadvantage on allits attacks, checks, and saves until removed or thecreature dies. Removing the arrow is an action thatdeals an extra 1d4 psychic damage. The arrow screamsin psychic pain when loosed from your bow, continuesscreaming while embedded in a creature, and onlystops when the creature dies or it is removed. Thescream can be heard for 120 feet.

Charges: This arrow has a number of charges equalto your Strength or Dexterity modifier (whichever ishigher) + your proficiency bonus.

Arrow of FireWeapon (ammunition), rare (requires attunement by a fighteror rogue)This charred black +1 arrow is fletched with flameorange feathers. The head is engraved with a flame.

Radiates: Evocation magic.Power: This ammunition deals an extra 1d8 fire

damage. It ignites when loosed from your bow. If thisarrow hits a flammable object that is not being worn orcarried by a creature, it ignites.

Charges: This arrow has a number of charges equalto your Strength or Dexterity modifier (whichever ishigher) + your proficiency bonus.

successful save, you do not swap places. You may usesuccessful save, you do not swap places. You may use

War Pick sidebar below forrevised rules on this weapon’s properties and damage

fletched with purple feathers. A strip of forest greencloth is tied to the head; the cloth has been rumored tobe soaked in the tears of dying maidens.

Radiates:Radiates:R Enchantment magic.Power: This ammunition deals an extra 1d8 psychic

damage when it hits, and imposes disadvantage on allits attacks, checks, and saves until removed or thecreature dies. Removing the arrow is an action thatdeals an extra 1d4 psychic damage. The arrow screamsin psychic pain when loosed from your bow, continuesscreaming while embedded in a creature, and only

War Pick (Revised)War picks are specialized warhammers. You

deal 1d8 piercing damage with the pick

(1d10 against constructs and heavy armor) or

1d8 bludgeoning damage with the hammer.

This is a new weapon property type called

multipurpose. Multipurpose weapons deal

their primary damage type (in the war pick’s

case, piercing) unless you declare you are

using its other purpose before you attack.

Switching weapon purpose is a free action.

1212

front and a blue gate on its back.

Power:feet with thefeet with theswap places with them. If the target isn't willing, thenit must make a Constitution saving throw. On asuccessful save, you do not swap places. You may usesuccessful save, you do not swap places. You may use

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13250 Best Magic Items for Fighters and Rogues

Arrow of Foul RotWeapon (ammunition), rare (requires attunement by a fighteror rogue of non-good alignment)This rot-gray +1 arrow is fletched with bone-whitefeathers. The head is engraved a hungry corpse-fly.

Radiates: Necromancy magic.Power: This ammunition deals an extra 1d8 necrotic

damage and inflicts the poisoned condition for 1minute on the creature struck unless it makes aConstitution saving throw. The arrowhead becomescovered in weeping pus and maggots when loosed, anda trail of buzzing corpse-flies follows in its wake.

Charges: This arrow has a number of charges equalto your Strength or Dexterity modifier (whichever ishigher) + your proficiency bonus.

Arrow of FrostWeapon (ammunition), rare (requires attunement by a fighteror rogue)This pale blue +1 arrow is fletched with snow-whitefeathers. The head is made of ice that never melts.

Radiates: Evocation magic.Power: This ammunition deals an extra 1d8 cold

damage. The arrowhead becomes covered in a jaggedicicle when loosed from your bow.

Charges: This arrow has charges equal to yourStrength or Dexterity modifier (whichever is higher) +your proficiency bonus. The arrow head melts whenthey run out.

Arrow of LightningWeapon (ammunition), rare (requires attunement by a fighteror rogue)This storm-gray +1 arrow is fletched with pale yellowfeathers. The head is engraved with a lightning bolt.

Radiates: Evocation magic.Power: This ammunition deals an extra 1d8

lightning damage, or an extra 2d6 to creatures in metalarmor, made of metal, in water, or on or in some otherconductive material (subject to GM’s discretion). The

arrowhead becomes covered in sizzling electrical arcswhen loosed from your bow.

Charges: This arrow has a number of charges equalto your Strength or Dexterity modifier (whichever ishigher) + your proficiency bonus.

Arsonistʼs DreamWondrous item, rare (requires attunement by a rogue)This appears to be an ordinary tinderbox painted withan orange flame symbol.

Radiates: Abjuration, conjuration, and evocation.Power: You gain immunity to fire damage.Power: You know produce flame and may cast burning

hands a number of times per day equal to yourproficiency bonus.

Assassinʼs RingRing, very rare (requires attunement by a rogue)This silver ring of protection (DMG) is set with a daggerdripping green venom made from emerald chips.

Radiates: Abjuration, conjuration, transmutation.Power: You gain proficiency in the poisoner’s tool

kit (PHB). If you are already proficient, you gainexpertise in it.

Power: You gain immunity to poison damage and tothe poisoned condition.

Power: You gain assassin’s assassinate trait (MM).Power: You know poison spray and may cast disguise

self, expeditious retreat, feather fall, or jump a number oftimes per day equal to your proficiency bonus.

This arrow has a number of charges equal

arrowhead becomes covered in sizzling electrical arcsarrowhead becomes covered in sizzling electrical arcs

Abjuration, conjuration, and evocation.You gain immunity to fire damage.

produce flame and may cast burninga number of times per day equal to your

proficiency bonus.

Weapon (ammunition), rare (requires attunement by a fighter

is fletched with snow-whitefeathers. The head is made of ice that never melts.

This ammunition deals an extra 1d8 colddamage. The arrowhead becomes covered in a jagged

This arrow has charges equal to yourStrength or Dexterity modifier (whichever is higher) +your proficiency bonus. The arrow head melts when

Assassinʼs RingRing, very rare (requires attunement by a rogue)This silver ring of protectiondripping green venom made from emerald chips.

13

You gain immunity to poison damage and to

trait (MM).disguise

a number of

ARROWOFANGUISH

ARSONIST̓S DREAM

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14 250 Best Magic Items for Fighters and Rogues

Axe of DisembowelingWeapon (greataxe), unique (requires attunement by a fighterof non-good alignment)This savage-looking +1 greataxe’s serrated edge emits asickening screech when swung. The handle is made ofpolished dark wood wrapped with strange leatherstrips (made from human skin). The axe head is forgedfrom an unknown metal that gives off a soft, eerieglow. It sheds dim light in a 5 foot radius.

Radiates: Necromancy and transmutation magic.Power: You deal an extra 1d8 slashing and 1d6

thunder damage with this weapon as it rips andscreeches at your target. Its screech can be heard for120 feet.

Power:When you hit a living humanoid creaturewith this weapon, that creature takes an extra 1d6necrotic damage and must use an action to stop thebleeding. For every round it delays, the creature takesan additional 1d4 necrotic damage at the beginning oftheir turn.

Power: If you hit a creature of CR 5 or less with thisweapon and it has 10 hit points or less, that creaturemust make a Constitution save with a DC equal to 8 +your Strength modifier + your proficiency bonus. If itfails, it become incapacitated as its stomach bulges andits entrails explode in a shower of guts and gore.This carnage creates a 10 feet line of difficult terrain.

You may spread this line over occupied or unoccupiedsquares, but it must begin in the square immediatelyto either the left or right of the dying creature (yourchoice). If you create the line over occupied squares,creatures in them are blinded for 1 round by thespraying blood (Dexterity save negates). Any creaturethat attempts to enter, exit, or remain in this steaming,slippery terrain must make a Dexterity saving throw orbe knocked prone.

Backpack of PlentyWondrous item, uncommon (requires attunement by a fighteror rogue)This is a luxurious leather adventuring backpack.

Radiates: Conjuration magic.Power: You may reach into this backpack and

conjure any one item of nonmagical armor, weapon, oradventuring gear from the PHB or any other book yourGM allows. The item must weigh 30 pounds or less to

clear the opening of the backpack; it disappears afteryou complete a long rest or if you attempt to sell orgive it away. Due to the limits, the best armor you canpull from it is a chain shirt or breast plate, no shields.You may use this power once per short or long rest.

Note: This item also functions as a normal backpack.It can hold up to 30 pounds’ worth of your personaleffects; this does not interfere with its power.

Bag of Adventurous LuxuryWondrous item, common (requires attunement by a fighter orrogue)This is a large satchel made of luxurious leather.

Radiates: Conjuration magic.Power: This item contains misc. high quality gear:• 2-person tent, 2 blankets, 2 pillows• tinderbox, 4 candles, 4 torches, lantern, oil• bowl, bucket, plate, pot, skillet, utensils• 10 foot pole, crowbar, pick, shovel• 50 foot rope with grappling hook• fishing tackle, whetstone• waterskin full of fresh spring water• wineskin full of good quality wineThese items fit comfortably inside as if this was a

bag of holding. Items can only be removed by you andyou cannot add new items.

Note:Whenever expendable items or liquids areremoved from this satchel, their contents are magicallyreplenished as needed.

14 250 Best Magic Items for Fighters and Rogues

Axe of DisembowelingAxe of Disemboweling

1414

This is a luxurious leather adventuring backpack.

Power:conjure any one item of nonmagical armor, weapon, orconjure any one item of nonmagical armor, weapon, oradventuring gear from the PHB or any other book yourGM allows. The item must weigh 30 pounds or less to

You may use this power once per short or long rest.You may use this power once per short or long rest.You may use this power once per short or long rest.This item also functions as a normal backpack.This item also functions as a normal backpack.This item also functions as a normal backpack.This item also functions as a normal backpack.

It can hold up to 30 pounds’ worth of your personalIt can hold up to 30 pounds’ worth of your personalIt can hold up to 30 pounds’ worth of your personalIt can hold up to 30 pounds’ worth of your personaleffects; this does not interfere with its power.effects; this does not interfere with its power.

Bag of Adventurous Luxury

Necromancy and transmutation magic.

effects; this does not interfere with its power.

Bag of Adventurous Luxury

It can hold up to 30 pounds’ worth of your personaleffects; this does not interfere with its power.effects; this does not interfere with its power.effects; this does not interfere with its power.effects; this does not interfere with its power.

screeches at your target. Its screech can be heard forscreeches at your target. Its screech can be heard for

Bag of Adventurous Luxury

BACKPACKOF PLENTY

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