ITEMS

You can find the list of all the items in the game here. This list will be updated every month with new items and the items that players crafted in the game. Some new concepts will also be added later such as upgradeable items.

ARMORS
Contain parts that cover shoulders, arms, chest, stomach and legs
Robe
Item
Description
ROBE OF EYES
(Rare, Requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
  • The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
  • You have darkvision out to a range of 120 feet.
  • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

ROBE OF SCINTILLATING COLORS
(Very Rare, requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.

ROBE OF SERPENTS
(Uncommon, requires attunement)
A robe of serpents is a stylish silk garment that is popular among wealthy nobles and retired assassins. The robe is emblazoned with 1d4 + 3 stylized serpents, all brightly colored.As a bonus action on your turn, you can transform one of the robe's serpents into a giant poisonous snake. The snake instantly falls from the robe, slithers into an unoccupied space next to you, and acts on your initiative count. The snake can tell friendly creatures from hostile ones and attacks the latter. The snake disappears in a harmless puff of smoke after 1 hour, when it drops to 0 hit points, or when you dismiss it (no action required). Once detached, a snake can't return to the robe. When all of the robe's snakes have detached, the robe becomes a nonmagical garment.

ROBE OF STARS
(Very Rare, requires attunement)
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

ROBE OF SUMMER
(Rare, requires attunement)
This elegant garment is made from fine cloth in hues of red, orange, and gold. While you wear the robe, you have resistance to cold damage. In addition, you are comfortable as if the temperature were that of a balmy day, so you suffer no ill effects from the weather's temperature extremes.

ROBE OF ARCHMAGI
(Legendary, requires attunement by a sorcerer, warlock or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.You gain these benefits while wearing the robe:
  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spell and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.

ROBE OF USEFUL ITEMS
(Uncommon)
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.The robe has two of each of the following patches:
  • Dagger
  • Bullseye lantern (filled and lit)
  • Steel mirror
  • 10-foot pole
  • Hempen rope (50 feet, coiled)
  • Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
d100Patch
01-08Bag of 100 gp
09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-3010 gems worth 100 gp each
31-44Wooden ladder (24 feet long)
45-51A riding horse with saddle bags
52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-684 potions of healing
69-75Rowboat (12 feet long)
76-83Spell scroll containing one spell of 1st to 3rd level
84-902 mastiffs
91-96Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-00Portable ram

Light Armor
Item
Description
LIGHT ARMOR
(10 LBS, AC11+Dex)
The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. The armor have multiple types:
  • No bonus: Common (10gp)
  • +1 Armor: Uncommon
  • +2 Armor: Rare
  • +3 Armor: Very Rare
  • +4 Armor: Legendary
  • +5 Armor: Artifact
PADDED ARMOR
(8 LBS, AC11+Dex)
Padded armor consists of quilted layers of cloth and batting. The wearer has disadvantage on Dexterity (Stealth) checks.
The armor have multiple types:
  • No bonus: Common (5gp)
  • +1 Armor: Uncommon
  • +2 Armor: Rare
  • +3 Armor: Very Rare
  • +4 Armor: Legendary
  • +5 Armor: Artifact
STUDDED LEATHER ARMOR
(13 LBS, AC12+Dex)
Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.
The armor have multiple types:
  • No bonus: Common (45gp)
  • +1 Armor: Uncommon
  • +2 Armor: Rare
  • +3 Armor: Very Rare
  • +4 Armor: Legendary
  • +5 Armor: Artifact
GLAMORUS STUDDED LEATHER ARMOR
(Rare, 13 LBS, AC12+Dex)
While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

HIDE OF THE FERAL GUARDIAN
(Legendary, Requires attunement 13 LBS, AC12+Dex)
It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity. Dormant. While wearing the armor in its dormant state, you gain the following benefits:
  • The armor grants you a +1 bonus to AC.
  • While you are transformed by an effect that replaces any of your game statistics with those of another creature, you have a +1 bonus to melee attack and damage rolls, and you retain the benefits of this armor.
  • As an action, you can use the armor to cast polymorph on yourself, transforming into a giant owl while retaining your Intelligence, Wisdom, and Charisma scores. This property can't be used again until the next dawn.
Awakened. When the armor reaches an awakened state, it gains the following properties:
  • The AC bonus of the armor increases to +2.
  • While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +2).
  • When you cast the polymorph spell using this armor, you can transform into a cave bear.
Exalted. When the armor reaches an exalted state, it gains the following properties:
  • The AC bonus of the armor increases to +3.
  • While you are transformed by an effect that replaces any of your game statistics with those of another creature, your bonus to melee attack and damage rolls increases by 1 (to +3).
  • When you cast the polymorph spell using this armor, you can transform into a guardian wolf.

HUNTER'S COAT
(Very Rare, Requires attunement, 10 LBS, AC11+Dex)
You have a +1 bonus to AC while wearing this armor.The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn.The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Medium Armor
Item
Rarity
Requirement
Description




Heavy Armor
Item
Rarity
Requirement
Description




OTHER ARMORS
Helmet
ItemRarityRequirementDescription




Boot
Item
Rarity
Requirement
Description




Gauntlet/Glove
Item
Rarity
Requirement
Description




WEAPONS
Blades
Item
Rarity
Requirement
Description




Blunt Weapons
Item
Rarity
Requirement
Description




Range Weapons
Item
Rarity
Requirement
Description




SPELL CASTER'S WEAPONS
Rods & Wands
Item
Rarity
Requirement
Description




Staves 
Item
Rarity
Requirement
Description




Exotics
Item
Rarity
Requirement
Description




OTHER MAGICAL ITEMS
Containers
Item
Rarity
Requirement
Description




Wonderous Items
Item
Rarity
Requirement
Description




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