DOOMGEON Consumables List
Item | Type | tier | Spell Level | description |
---|---|---|---|---|
Potion of Ambrosia | Potion | Heals 50 HP but causes Confusion. A Wisdom saving throw DC 13 can be repeated at the end of the drinker's subsequent turns. | ||
Potion of Attraction | Potion | Teleports target enemy to nearest adjacent square. | ||
Potion of Berserk | Potion | Gain Rage and always attack or move toward the nearest creature. Lasts for the duration of combat, or until the recipient spends a Bonus action and succeeds a DC 13 Charisma save. | ||
Potion of Brilliance | Potion | Saves against the drinker's spells are at disadvantage. Spells cast do an additional die of damage. | ||
Potion of Cancellation | Potion | All magical effects are removed. | ||
Potion of Cure Mutation | Potion | Removes 1d4 levels of mutations. | ||
Potion of Curing | Potion | Heals 10 HP removes all detrimental conditions (poison, stunned, etc). | ||
Potion of Haste | Potion | Grants the effects of Haste spell for the current combat. | ||
Potion of Healing | Potion | Heals 25 HP | ||
Potion of Major Invisibility | Potion | Grants the effects of Major Invisibility spell for the current combat. | ||
Potion of Invisibility | Potion | Grants the effects of Invisibility spell for the current combat. | ||
Potion of Polymorph | Potion | Polymorphed until the end of combat. Roll 1d4. 1 - Giant Ape, 2 - Giant Crocodile, 3 - Giant Scorpion, 4 - Cave Bear. | ||
Potion of Major Polymorph | Potion | Polymorphed until a Refresh is used. Roll 1d4. 1 - Orb Guardian, 2 - Naga Crusader, 3 - Spectator, 4 - Small Green Slime | ||
Potion of Magic | Potion | Restores 1d6 Spell Levels. | ||
Potion of Might | Potion | Advantage on Athletics checks and STR saving throws. +1d6 damage with melee attacks. Lasts for the current combat. | ||
Potion of Mutation | Potion | Causes 1d4 random permanent Mutations. | ||
Potion of Positive Mutation | Potion | Causes one random permanent Positive Mutation | ||
Potion of Resistance | Potion | Grants resistance to all damage types for the combat. | ||
Potion of Freedom of Movement | Potion | Grants effects of Freedom of Movement spell(combat) | ||
Oil of Sharpness | Oil | 1 | Must be applied outside combat. Weapon gains +3 enchantment until the next Refresh. | |
Oil of Slipperiness | Oil | 1 | Must be applied outside combat. Grants effects of Freedom of Movement spell until the next Refresh. | |
Potion of Climbing | Potion | 1 | Grants effects of Spider Climb spell for the combat. | |
Potion of Diminution | Potion | 1 | Reduces size category by 1 per the Enlarge/Reduce spell for the combat. | |
Potion of Flying | Potion | 1 | Grants effects of Fly spell for the combat. The maximum height is 10 feet off the ground, gaining altitude to climb ledges is at standard movement speed. | |
Potion of Cloud Giant Strength | Potion | 1 | Strength becomes 27 for the combat. | |
Potion of Growth | Potion | 1 | Grants effects of the Enlarge/Reduce spell for the combat. | |
Potion of Heroism | Potion | 1 | Grant effects of Heroism spell (5 temp HP per turn) for the combat. | |
Potion of Speed | Potion | 1 | Grants Action Surge for one turn. Speed increased by 10 feet for the combat. | |
Potion of Water Breathing | Potion | 1 | Grants effects of Waterbreathing spell until a Refresh. | |
Potion of Fire Breath | Potion | 1 | Grants effects of Dragons Breath spell for the combat. | |
Potion of Hill Giant Strength | Potion | 1 | Strength becomes 21 for the combat. | |
Potion of Frost Giant Strength | Potion | 2 | Strength becomes 23 for the combat. | |
Potion of Stone Giant Strength | Potion | 2 | Strength becomes 25 for the combat. | |
Potion of Invulnerability | Potion | 2 | Grants the effects of Heroism and Resistance to all damage types for the combat. | |
Scroll of Teleport | Scroll | The party is placed adjacent to the caster, then roll to determine where they are teleported. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. | ||
Scroll of Random Misty Step | Scroll | Teleport in a random direction. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. | ||
Scroll of Misty Step | Scroll | As per the Misty Step spell. | ||
Scroll of Brand Weapon | Scroll | Apply random permanent Brand to a weapon | ||
Scroll of Enchant Armor | Scroll | Add +1 to Armor Enchantment. +1 requires 1 scroll. +2 requires 4 scrolls. +3 requires 8 scrolls. | ||
Scroll of Enchant Weapon | Scroll | Add +1 to Weapon Enchantment. +1 requires 1 scroll. +2 requires 4 scrolls. +3 requires 8 scrolls. | ||
Scroll of Fear | Scroll | Fear as per the spell, effecting all creatures in sight of the caster. | ||
Scroll of Fog | Scroll | As per the Fog Cloud spell. | ||
Scroll of Immolation | Scroll | A target creature becomes enflamed and will explode as per the Fireball spell when defeated. Any creatures defeated by the Fireball will also detonate. Creatures damaged but not defeated become enflamed. | ||
Scroll of Mapping | Scroll | Must be read outside combat. Allows the group to see the battlefield and choose alternate placements for the group. | ||
Scroll of Noise | Scroll | Creates an annoying clamoring noise, drawing enemies to you. All enemies who perceive sound must spend the movement of their next turn moving toward you, if possible. | ||
Scroll of Vulnerability | Scroll | One target gains Vulnerability to a damage type of your choice. | ||
Scroll of Poison | Scroll | Casts Cloudkill Spell with a save DC of 16. | ||
Scroll of Silence | Scroll | Casts a sphere of Silence on the caster, per the spell. The sphere moves with the caster for the combat. | ||
Scroll of Blight Area | Scroll | Casts the Blight spell with a 20-foot radius AoE. Save DC 16. | ||
Scroll of Acquirement | Scroll | Must be used outside combat. Four magical items are rolled. The group selects one to receive. | ||
Scroll of Finger of Death | Scroll | As per the spell. Save DC 18. | ||
Scroll of Acid Splash | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Chill Touch | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Dancing Lights | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Eldritch Blast | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Fire Bolt | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Guidance | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Poison Spray | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Prestidigitation | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Ray of Frost | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Resistance | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Sacred Flame | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Shillelagh | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Shocking Grasp | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Spare the Dying | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of True Strike | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Vicious Mockery | Scroll | 1 | 0 | As per the spell. Save DC 14. |
Scroll of Bane | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Bless | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Burning Hands | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Color Spray | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Command | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Comprehend Languages | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Cure Wounds | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Divine Favor | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Entangle | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Expeditious Retreat | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Faerie Fire | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Feather Fall | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Fog Cloud | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Grease | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Guiding Bolt | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Healing Word | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Hellish Rebuke | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Heroism | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Hideous Laughter | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Hunters Mark | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Inflict Wounds | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Jump | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Longstrider | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Mage Armor | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Magic Missile | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Protection from Evil and Good | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Sanctuary | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Shield | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Shield of Faith | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Sleep | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Thunderwave | Scroll | 1 | 1 | As per the spell. Save DC 14. |
Scroll of Acid Arrow | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Aid | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Barkskin | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Blindness/Deafness | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Blur | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Branding Smite | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Darkness | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Enhance Ability | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Enlarge/Reduce | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Enthrall | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Flame Blade | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Flaming Sphere | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Gust of Wind | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Heat Metal | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Hold Person | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Invisibility | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Lesser Restoration | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Levitate | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Magic Weapon | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Mirror Image | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Moonbeam | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Prayer of Healing | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Protection from Poison | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Ray of Enfeeblement | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Scorching Ray | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of See Invisibility | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Shatter | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Spider Climb | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Spike Growth | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Spiritual Weapon | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Web | Scroll | 1 | 2 | As per the spell. Save DC 15. |
Scroll of Animate Dead | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Bestow Curse | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Blink | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Call Lightning | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Conjure Animals | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Counterspell | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Dispel Magic | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Fireball | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Fly | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Haste | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Hypnotic Pattern | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Lightning Bolt | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Mass Healing Word | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Protection from Energy | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Revivify | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Sleet Storm | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Slow | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Spirit Guardians | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Stinking Cloud | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Vampiric Touch | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Water Breathing | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Water Walk | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Wind Wall | Scroll | 1 | 3 | As per the spell. Save DC 16. |
Scroll of Banishment | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Black Tentacles | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Blight | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Confusion | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Conjure Minor Elementals | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Dimension Door | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Dominate Beast | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Fire Shield | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Freedom of Movement | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Giant Insect | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Greater Invisibility | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Guardian of Faith | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Ice Storm | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Phantasmal Killer | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Polymorph | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Resilient Sphere | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Stoneskin | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Wall of Fire | Scroll | 2 | 4 | As per the spell. Save DC 16. |
Scroll of Antilife Shell | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Cloudkill | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Cone of Cold | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Conjure Elemental | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Contagion | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Dispel Evil and Good | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Dominate Person | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Flame Strike | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Greater Restoration | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Hold Monster | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Insect Plague | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Mass Cure Wounds | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Raise Dead | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Reincarnate | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Telekinesis | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Wall of Force | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Wall of Stone | Scroll | 2 | 5 | As per the spell. Save DC 17. |
Scroll of Blade Barrier | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Chain Lightning | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Circle of Death | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Conjure Fey | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Disintegrate | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Eyebite | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Flesh to Stone | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Freezing Sphere | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Globe of Invulnerability | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Harm | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Heal | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Irresistible Dance | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Planar Ally | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Sunbeam | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of True Seeing | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Wall of Ice | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Wall of Thorns | Scroll | 2 | 6 | As per the spell. Save DC 17. |
Scroll of Arcane Sword | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Conjure Celestial | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Delayed Blast Fireball | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Divine Word | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Fire Storm | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Forcecage | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Prismatic Spray | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Regenerate | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Reverse Gravity | Scroll | 3 | 7 | As per the spell. Save DC 18. |
Scroll of Antimagic Field | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Dominate Monster | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Earthquake | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Feeblemind | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Holy Aura | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Incendiary Cloud | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Mind Blank | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Power Word Stun | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Sunburst | Scroll | 3 | 8 | As per the spell. Save DC 18. |
Scroll of Imprisonment | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Mass Heal | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Meteor Swarm | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Power Word Kill | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Prismatic Wall | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Shapechange | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Storm of Vengeance | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Weird | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Scroll of Wish | Scroll | 3 | 9 | As per the spell. Save DC 20. |
Wand of Acid Arrow | Wand | As per the spell. Save DC 14. | ||
Wand of Binding | Wand | Can cast Hold Person and Hold Monster. Save DC 14. Concentration is not required. | ||
Wand of Monster Domination | Wand | Can cast Dominate Monster and Dominate Person. Save DC 18. Concentration is not required. | ||
Wand of Enemy Detection | Wand | Must be used outside combat. The party gains advantage on the next initiative roll. | ||
Wand of Fear | Wand | As per the spell. Save DC 15. | ||
Wand of Fire Bolt | Wand | As per the cantrip, spell attack bonus +5 or that of the user, whichever is higher. 1d10 fire damage. | ||
Wand of Fireballs | Wand | As per the spell. Save DC 15. | ||
Wand of Freezing Sphere | Wand | As per the spell Flaming Sphere only cold damage instead of fire. Save DC 15. | ||
Wand of Instant Excavation | Wand | Can instantly cast Move Earth or Bones of Earth. Save DC 17. | ||
Wand of Lightning Bolts | Wand | As per the spell. Save DC 15. | ||
Wand of Magic Detection | Wand | Must be used outside combat. Can detect any Vaults in adjacent minimap nodes. | ||
Wand of Magic Missiles | Wand | As per the spell. | ||
Wand of Paralysis | Wand | As per the Wand of Paralysis. A target within 60 feet must make a CON save DC 15 or be paralyzed. | ||
Wand of Polymorph Other | Wand | As per the spell. Save DC 15. Roll 1d4. 1 - A caterpillar (1 hp, walking speed of 5), 2 - Awakened Tree, 3 - Ettin, 4 - Flesh Golem. | ||
Wand of Quicksilver | Wand | Make a ranged spell attack against a target within 120 feet at +6, or the spell attack of the caster, whichever is higher. All spells of 4th level or lower on the target end immediately. The target takes 4d8 force damage plus 2d8 for each spell removed. A CON save DC 17 reduces the damage by half. | ||
Wand of Sunbeam | Wand | As per the Sunbeam spell. CON save DC 17. | ||
Wand of Synaptic Static | Wand | As per the spell. INT save DC 17. | ||
Wand of the War Mage | Wand | Use a charge to receive +3 to hit with the next spell attack. Cover is ignored. | ||
Wand of Web | Wand | As per the spell. DEX save DC 14. | ||
Dust of Disappearance | Dust | Per 5e item. Consumes the item and casts Invisibility on all allies in 30 feet. | ||
Dust of Sneezing and Choking | Dust | Per 5e item. All creatures within 30 feet CON save DC 15 or become incapacitated. | ||
Potion of Experience | Potion | The drinker immediately gains 1000 XP | ||
Type | tier |
DOOMGEON Weapon List
Weapon | Stat | Type | Subtype |
---|---|---|---|
Axe, Battle | STR | Melee | Standard |
Axe, Great | STR | Melee | Heavy |
Club | STR | Melee | Standard |
Club, Great | STR | Melee | Heavy |
Flail | STR | Melee | Standard |
Glaive | STR | Melee | Reach |
Hammer, War | STR | Melee | Standard |
Mace | STR | Melee | Standard |
Maul | STR | Melee | Heavy |
Quarterstaff | STR | Melee | Standard |
Sword, Great | STR | Melee | Heavy |
Sword, Long | STR | Melee | Standard |
Axe, Hand | STR | Ranged | Thrown |
Hammer, Light | STR | Ranged | Thrown |
Javelin | STR | Ranged | Thrown |
Dagger | DEX | Melee | Light |
Rapier | DEX | Melee | Standard |
Scimitar | DEX | Melee | Light |
Spiked Chain | DEX | Melee | Reach |
Sword, Short | DEX | Melee | Light |
Whip | DEX | Melee | Reach |
Bow, Great | DEX | Ranged | Ranged |
Bow, Long | DEX | Ranged | Ranged |
Bow, Short | DEX | Ranged | Ranged |
Crossbow, hand | DEX | Ranged | Ranged |
Crossbow, heavy | DEX | Ranged | Ranged |
Crossbow, light | DEX | Ranged | Ranged |
DOOMGEON Armor List
Armor | Subtype | description |
---|---|---|
Padded Armor | Light | Light Cloth Armor |
Leather Armor | Light | Light Worked Leather Armor |
Studded Leather | Light | Light Reinforced Leather Armor |
Hide Armor | Medium | Medium Animal Skin Armor |
Chain Shirt | Medium | Medium Torso-Only Chain Mail Armor |
Scale Mail | Medium | Medium Reinforced Chain Shirt Armor |
Breastplate | Medium | Medium Torso-Only Plate Mail Armor |
Half Plate | Medium | Medium Vitals-specific Plate Mail Armor |
Ring Mail | Heavy | Heavy Composite Chain Mail Armor |
Chain Mail | Heavy | Woven Chain Armor H |
Splint Mail | Heavy | Heavy Reinforced Chain Mail Armor |
Plate Mail | Heavy | Heavy Segmented Metal Plate Armor |
Robe | Clothes | Basic Clothing |
DOOMGEON Accessory List
Accessory | Description |
---|---|
Boots | Footwear |
Gloves | Hand Coverings |
Amulet | Enchanted Jewelry |
Ring | Enchanted Jewelry |
Orb | One hand spell focus |
Helm | Headwear |
Cloak | A protective back covering |
Shield | A defensive accessory |
Instrument | A musical instrument |
Ioun Stone | An enchanted stone which circles the owner |
DOOMGEON Brand List
Brand | Category | Subtype | description |
---|---|---|---|
Antimagic | Weapon | Melee | Targets hit suffer the effects of Dispel Magic. Each spell removed adds 2d6 damage. Targets are also at disadvantage on Concentration checks. |
Chaos | Weapon | Melee | After hitting a target, roll 1d12 to determine the 1d10 damage type/effect with another d10 per bonus of the weapon. 1d10 1 Fire, 2 Ice, 3 Lightning, 4 Acid, 5 Psychic, 6 Rage, 7 Haste, 8 Drain HP, 9 Radiant, 10 Distortion, 11 Confusion, 12 Paralysis |
Distortion | Weapon | Melee | Add 1d6 electric damage with another d6 per bonus of the weapon. 25% chance to Misty Step the victim 15 feet on hit. |
Draining | Weapon | Melee | Target has disadvantage on their next attack roll. On a critical, target has disadvantage on attack rolls their next turn. |
Electrocution | Weapon | Melee | Add 1d6 electric damage and target loses their Reaction. With another d6 per bonus of the weapon. |
Flaming | Weapon | Melee | Add 1d6 flaming damage with another d6 per bonus of the weapon. |
Freezing | Weapon | Melee | Add 1d6 cold damage with another d6 per bonus of the weapon. |
Holy wrath | Weapon | Melee | Add 1d6 radiant damage with another d6 per bonus of the weapon. |
Pain | Weapon | Melee | Add 1d6 psychic damage with another d6 per bonus of the weapon. |
Protection | Weapon | Melee | When a foe is struck in combat, add 2 armor class until the end of your next turn. |
Spectral | Weapon | Melee | This weapon deals force damage. After hitting a target, wielder can move through foes as difficult terrain. |
Speed | Weapon | Melee | As a bonus action you can make an attack with this weapon. |
Vampiricism | Weapon | Melee | Add 1d6 necrotic damage, heals the attacker for damage dealt. |
Venom | Weapon | Melee | Add 1d6 poison damage with another d6 per bonus of the weapon. CON save DC 15 or target becomes poisoned. Target can repeat the save at the end of its turn. |
Vorpal | Weapon | Melee | Add 6d8 Damage on Crit |
War Mage (5e) | Weapon | Melee | Ignore cover when making spell attacks. Item bonus applies to spell attack rolls. |
Disruption (5e) | Weapon | Melee | Add 2d6 radiant damage versus undead. Undead targets with less than 25 HP are destroyed and deal 2d6 radiant damage to adjacent undead. |
Smiting (5e) | Weapon | Melee | Add 2d6 bludgeoning damage versus constructs. Constructs with less than 25 HP are destroyed and deal 2d6 bludgeoning damage to adjacent creatures. |
Terror (5e) | Weapon | Melee | Targets struck must make a WIS save DC 15 or become Frightened of the wielder. |
Chaos | Weapon | Ranged | After hitting a target, roll 1d12 to determine the 1d10 damage type/effect. 1 Fire, 2 Ice, 3 Lightning, 4 Acid, 5 Psychic, 6 Rage, 7 Haste, 8 Drain HP, 9 Radiant, 10 Distortion, 11 Confusion, 12 Paralysis |
Electrocution | Weapon | Ranged | Add 1d6 electric damage and target loses their Reaction. |
Flaming | Weapon | Ranged | Add 1d6 flaming damage. |
Freezing | Weapon | Ranged | Add 1d6 cold damage. |
Penetration | Weapon | Ranged | On a successful hit, one target in a straight line behind the primary target, and within short range, is also struck if the attack roll is high enough to meet their AC. The secondary target takes half damage. |
Speed | Weapon | Ranged | As a bonus action, you can make an attack with this weapon. |
Venom | Weapon | Ranged | Add 1d6 poison damage. CON save DC 15 or target becomes poisoned. Target can repeat the save at the end of its turn. |
Vorpal | Weapon | Ranged | Add 6d8 Damage on Crit |
Lightning (5e) | Weapon | Ranged | As an action, an attack can be made against a target which does an additional 4d6 lightning damage. Creatures between the attacker and target within a 5 wide area also take the 4d6 damage. DEX save DC 15 for 1/2. |
Resistance | Armor | Armor | Wearer gains +1 to all saving throws. |
Fire Resistance | Armor | Armor | Wearer is resistant to fire damage. |
Cold Resistance | Armor | Armor | Wearer is resistant to cold damage. |
Poison Resistance | Armor | Armor | Wearer is resistant to poison damage. |
Positive Energy | Armor | Armor | Wearer is resistant to radiant damage. Wearer is vulnerable to necrotic damage. |
Preservation | Armor | Armor | Wearer is immune to acid damage. Wearer's equipment is immune to damage or effects from the environment. |
Protection | Armor | Armor | The wearer gains +1 natural armor. |
Invisibility | Armor | Armor | As an action, the wearer can become Invisible. |
Willpower | Armor | Armor | Wearer has advantage on saving throws against mind-altering effects such as Charm, Confusion, Sleep, etc. |
Running | Armor | Armor | Wearer has 5 feet increased walking speed. The Dash action can be used with a bonus action. |
Rampaging | Armor | Armor | When a foe is reduced to 0 hit points with a melee attack on its turn, the wearer can take a bonus action to move up to half its speed and make a melee attack. |
Flight | Armor | Armor | As an action, the wearer can gain Flight. This is limited to a height of 10 feet above any surface (ground, liquid, gas, etc). |
Stealth | Armor | Armor | Wearer has advantage on Stealth checks. The wearer can use a bonus action to Hide. |
See Invisible | Armor | Armor | The wearer can see invisible. |
Archmagi | Armor | Armor | Spellcasters are considered proficient with this armor. Spell save DCs and attack bonus are increased by 2. This does not stack. |
Ponderousness | Armor | Armor | The wearer cannot Dash and goes last in initiative. The wearer gains advantage on all saving throws and resistance to all normal damage types. |
Spirit Shield | Armor | Armor | For each full increment of 20 damage dealt to the wearer's hit points, 10 damage is reduced and the wearer loses their lowest level spell slot. If they have no spell slots remaining, the damage is not reduced. |
Archery | Armor | Armor | The wearer has proficiency with ranged martial weapons and gains a +2 bonus to damage rolls on ranged attacks. |
Adamantine | Armor | Armor | The wearer is immune to critical hits. |
Strength | Accessory | Universal | The wearer gains two strength. |
Dexterity | Accessory | Universal | The wearer gains two dexterity. |
Constitution | Accessory | Universal | The wearer gains two constitution. |
Wisdom | Accessory | Universal | The wearer gains two wisdom. |
Intelligence | Accessory | Universal | The wearer gains two intelligence. |
Charisma | Accessory | Universal | The wearer gains two charisma. |
Resistance | Accessory | Universal | Wearer gains +1 to all saving throws. |
Slaying | Accessory | Universal | The wearer adds their Proficiency Bonus in damage to melee and ranged weapon damage rolls. |
Speed | Accessory | Universal | The wearer gains advantage on initiative rolls and advantage on attacks of opportunity. |
Invisibility | Accessory | Universal | As an action, the wearer can become Invisible. |
See Invisible | Accessory | Universal | The wearer can see invisible. |
Teleport Control | Accessory | Universal | When using Teleport or Misty Step, the wearer can choose where the target location. |
Protection | Accessory | Universal | The wearer gains +1 natural armor. |
Levitation | Accessory | Boots | As a bonus action, the wearer's movement becomes zero and they levitate 10 feet into the air. This effect lasts until the beginning of their next turn. |
Striding | Accessory | Boots | The wearer gains 15 feet of walking speed. |
Aggression | Accessory | Boots | As a bonus action, the wearer can move half their movement speed toward an aggressive foe. |
Jumping | Accessory | Boots | As per the Jump spell. Jumping distance is tripled. |
Climbing | Accessory | Boots | The wearer gains 30 feet climbing speed. |
Missile Snaring | Accessory | Gloves | When a ranged weapon attack hits the wearer, they can use their reaction to reduce the damage by 1d10 + Dexterity modifier, provided that they have a free hand. If the damage is reduced to zero, the missile can be caught if it is small enough to hold in that hand. |
Swimming | Accessory | Gloves | The wearer gains 30 feet swimming speed. |
Climbing | Accessory | Gloves | The wearer gains 30 feet climbing speed. |
Titan | Accessory | Gloves | The wearer can use all weapons as if they had the Light property. |
Grappling | Accessory | Gloves | The wearer has advantage on grappling attacks. |
Archery | Accessory | Gloves | The wearer has proficiency with ranged martial weapons and gains a +2 bonus to damage rolls on ranged attacks. |
Reflection | Accessory | Amulet | Ranged weapon attacks which miss with a roll that would hit the attacker are reflected back and deal standard damage. This is also true for ray spell attacks. |
Shielding | Accessory | Amulet | The wearer is considered to be wearing a shield and gains two AC. This does not stack with an actual shield. |
Water Breathing | Accessory | Amulet | The wearer can breathe normally when submerged in a liquid. |
Health | Accessory | Amulet | Wearer is immune to being poisoned (but not poison damage) and to disease. Existing diseases are suppressed. |
Adaptation | Accessory | Amulet | Wearer can breathe normally in any environment, and has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
Shielding | Accessory | Ring | The wearer is considered to be wearing a shield and gains two AC. This does not stack with an actual shield. |
Regeneration | Accessory | Ring | This item can only be equipped and attuned out of combat. Wearer regains 3 hit points at the end of their turn. If HP is above zero at the end of combat, HP are fully restored when out of combat. |
Random Misty Step | Accessory | Ring | As a bonus action, the wearer can cast Random Misty Step. Teleport in a random direction. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. |
Random Teleport | Accessory | Ring | This item can only be equipped and attuned out of combat. Once per combat, the wearer can randomly teleport the party. The party is placed adjacent to the caster, then roll to determine where they are teleported. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. |
Water Breathing | Accessory | Ring | The wearer can breathe normally when submerged in a liquid. |
Adaptation | Accessory | Ring | Wearer can breathe normally in any environment, and has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
Warmth | Accessory | Ring | Environment Immunity - Heat |
Chill | Accessory | Ring | Environment Immunity - Cold |
Pure Breath | Accessory | Ring | Environment Immunity - Gases |
Swimming | Accessory | Ring | Environment Immunity - Water |
Evasion | Accessory | Ring | If the wearer fails a Dexterity saving throw, they can use their reaction to succeed instead. |
Free Action | Accessory | Ring | As an action, the wearer can remove all Control applied to them. Difficult terrain doesn't cost extra movement. In addition, magic can neither reduce speed nor cause paralysis or restraint. |
Cantrip Damage | Accessory | Orb | The holder's cantrip damage is increased by one die. |
Battery | Accessory | Orb | As a bonus action, the wielder can restore one spell level. As an action, the wielder can restore two. |
Escape | Accessory | Orb | As a bonus action, the wielder can remove all Control applied to them. |
Pact Keeper | Accessory | Orb | Warlock spell saves and spell attacks are increased by two. Familiar, summoned and controlled creature melee attack damage is increased by 1d10. |
Blasting | Accessory | Orb | As an action, cast Scorching Ray with a +5 spell attack roll. |
Water Breathing | Accessory | Helm | The wearer can breathe normally when submerged in a liquid. |
Teleportation | Accessory | Helm | This item can only be equipped and attuned out of combat. Once per combat, the wearer can teleport the party anywhere within 80 feet. The party is placed adjacent to the caster. |
Underwater Action | Accessory | Helm | The wearer can breathe underwater, gains darkvision with a range of 60 feet, and a swimming speed of 30 feet. |
Dragon's Breath - Fire | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Cold | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Acid | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Lightning | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Thunder | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Dragon's Breath - Poison | Accessory | Helm | Action to breathe elemental damage in a 15-foot cone, 3d6 damage DC 14 for half. |
Swimming | Accessory | Cloak | The wearer gains 30 feet swimming speed. |
Health | Accessory | Cloak | Immunity to disease. If already infected with a disease, the effects of the disease are suppressed while the pendant is worn. |
Adaptation | Accessory | Cloak | Wearer can breathe normally in any environment, and has advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). |
Defense | Accessory | Cloak | After a melee or ranged attack roll on the wearer, a reaction can be used to increase armor class by 4. |
Random Misty Step | Accessory | Cloak | As a bonus action, the wearer can cast Random Misty Step. Teleport in a random direction. Roll 1d8 for direction, then move 2d10 * 5 feet in that direction. |
Eyes | Accessory | Cloak | Wearer has advantage on perception checks, darkvision 120 feet and can see invisible. |
Sentinel (5e) | Accessory | Shield | Advantage on initiative rolls and perception checks. |
Reflection | Accessory | Shield | Ranged weapon attacks which miss with a roll which would hit the attacker are reflected back and deal standard damage. This is also true for ray spell attacks. |
Protection | Accessory | Shield | The wearer gains +1 natural armor. |
Arrow-catching shield | Accessory | Shield | Non-magical ranged attacks against you are at disadvantage. Whenever an attacker makes a ranged attack against a target within 5 feet, the wearer can use their reaction to become the target of the attack instead. |
Spellguard | Accessory | Shield | Wearer has advantage on saves against spells and other magical effects. Additionally, spell attacks are made at disadvantage against the wearer. |
the Bards | Accessory | Instrument | As an action, the holder can cast Fly, Invisibility, Levitate, or Protection from Evil and Good. |
Awareness | Accessory | Ioun Stone | Wearer cannot be surprised. |
Protection | Accessory | Ioun Stone | Wearer gains +1 AC. |
Reserve | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Once per combat, a spell up to 3rd level can be cast without using a spell slot. |
Gluttony | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. As a bonus action, the wearer can drink up to four potions. |
Absorption | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. As a reaction, the wearer can use their reaction to cancel a spell of 4th level or lower cast by a creature they can see and targeting only them. |
Agility | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Dexterity is increased by two. |
Fortitude | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Constitution is increased by two. |
Insight | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Wisdom is increased by two. |
Intellect | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Intelligence is increased by two. |
Leadership | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Charisma is increased by two. |
Strength | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Strength is increased by two. |
Greater Absorption | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. As a reaction, the wearer can use their reaction to cancel a spell of 8th level or lower cast by a creature they can see and targeting only them. |
Mastery | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. The wearer has their proficiency bonus increased by one. |
Regeneration | Accessory | Ioun Stone | This item can only be equipped and attuned out of combat. Wearer regains 3 hit points at the end of their turn. If HP is above zero at the end of combat, hp are fully restored when out of combat. |
Category |
DOOMGEON Invokables List
Invokable | Type | rarity | Description |
---|---|---|---|
Pipes of Haunting | Misc | Uncommon | As per the 5e item. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. Creatures within 30 feet must succeed a DC 15 WIS save or become frightened of the user. |
Pipes of the Sewers | Misc | Uncommon | As per the 5e item. Summons one friendly Rat Swarm per use. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Wind Fan | Misc | Uncommon | As per the 5e item. Gust of Wind STR save DC 13. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Figurine - Bronze Griffon | Misc | Rare | As per the 5e item. Summons a griffon, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Figurine - Ebony Fly | Misc | Rare | As per the 5e item. Summons a giant fly, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Figurine - Golden Lions | Misc | Rare | As per the 5e item. Summons two lions, which cannot be healed, until the next Refresh. If a lion is reduced to zero hit points, it can never be summoned again. If both are destroyed, the figurine shatters. |
Figurine - Ivory Goats | Misc | Rare | As per the 5e item. Summons a death yak, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Figurine - Marble Elephant | Misc | Rare | As per the 5e item. Summons an elephant, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Figurine - Onyx Dog | Misc | Rare | As per the 5e item. Summons a mastiff, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Figurine - Serpentine Owl | Misc | Rare | As per the 5e item. Summons a giant owl, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Stone of Controlling Earth Elementals | Misc | Rare | As per the 5e item. Once per combat, summons an earth elemental per the conjure elemental spell. If the creature is reduced to zero hit points or the elemental breaks free, the stone shatters. The item can also be used to cast Dominate Monster or Banish on the specified elemental. Save DC 20. |
Bowl of Command Water Elementals | Misc | Rare | As per the 5e item. Once per combat, summons a water elemental per the conjure elemental spell. If the creature is reduced to zero hit points or the elemental breaks free, the stone shatters. The item can also be used to cast Dominate Monster or Banish on the specified elemental. Save DC 20. |
Brazier of Commanding Fire Elementals | Misc | Rare | As per the 5e item. Once per combat, summons a fire elemental per the conjure elemental spell. If the creature is reduced to zero hit points or the elemental breaks free, the stone shatters. The item can also be used to cast Dominate Monster or Banish on the specified elemental. Save DC 20. |
Censer of Control Air Elementals | Misc | Rare | As per the 5e item. Once per combat, summons an air elemental per the conjure elemental spell. If the creature is reduced to zero hit points or the elemental breaks free, the stone shatters. The item can also be used to cast Dominate Monster or Banish on the specified elemental. Save DC 20. |
Necklace of Prayer Beads | Neck | Rare | As per the 5e item. Can cast Bless, Cure Wounds, Greater Restoration or Branding Smite once per combat. Can summon a Deva for one combat, at which point the necklace is destroyed. |
Staff of Healing | Stave | Rare | As per the 5e item. Can cast Cure Wounds, Lesser Restoration, and Mass Cure Wounds. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. Multiple charges can be expended to cast spells from the staff multiple times at once. If this is done, the staff is destroyed. |
Staff of Swarming Insects | Stave | Rare | As per the 5e item. Can cast Giant Insect, Insect Plague, or Insect Cloud.This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Staff of Withering | Stave | Rare | As per the 5e item. Can add 2d10 necrotic damage on hit and cause disadvantage to STR and CON checks and saves. DC 15. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Tentacle Rod | Stave | Rare | As per the 5e item. Tentacles apply one Control damage on hit. |
Ring of Shooting Stars | Ring | Very Rare | As per the 5e item. Can cast Faerie Fire and Ball Lightning. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Ring of Telekinesis | Ring | Very Rare | Casts Telekinesis as per the spell. STR spell save DC 16. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Robe of Stars | Robe | Very Rare | As per the 5e item. +1 to all saving throws. Can cast Magic Missile at level 5. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. Can cast Magic Missile at level 10, at which point the robe is destroyed. |
Rod of Alertness | Stave | Very Rare | As per the 5e item. Protective Aura can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Staff of Fire | Stave | Very Rare | As per the 5e item. Resistance to Fire. Can cast Burning Hands, Fireball and Wall of Fire. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Staff of Frost | Stave | Very Rare | As per the 5e item. Resistance to Cold. Can cast Cone of Cold, Fog Cloud, Ice Storm or Wall of Ice. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Staff of Power | Stave | Very Rare | As per the 5e item. Can cast cone of cold, fireball, globe of invulnerability, hold monster, levitate, lightning bolt, magic missile, ray of enfeeblement, or wall of force. Alternatively, +10d6 force damage can be added to a melee attack. These abilities can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Staff of Striking | Stave | Very Rare | As per the 5e item. Can become a +3 weapon and add 3d6 force damage. This can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Staff of Thunder and Lightning | Stave | Very Rare | As per the 5e item. Can add 2d6 lightning damage on hit, cause a deafening stunning strike CON save DC 17, 9d6 lightning bolt DEX save DC 17, 60 foot AoE 2d6 thunder damage and deafen CON save DC 17. Lightning strike and thunder can be used at the same time, but the staff is destroyed. Abilities can be used (Prof Mod / 2) times per combat, rounded down, minimum one. |
Efreeti Bottle | Misc | Very Rare | As per the 5e item. The item can be activated once per combat. The Efreeti attacks the group or acts as an independent summon. If the Efreeti is reduced to zero hitpoints, the bottle is destroyed. |
Ring of Djinni Summoning | Ring | Legendary | As per the 5e item. Summons a djinni, which cannot be healed, until the next Refresh. If the creature is reduced to zero hit points, the figurine shatters. |
Elemental Gem - Air | Misc | Uncommon | As per the 5e item. Summons an elemental per the conjure elemental spell and shatters the gem. |
Elemental Gem - Earth | Misc | Uncommon | As per the 5e item. Summons an elemental per the conjure elemental spell and shatters the gem. |
Elemental Gem - Fire | Misc | Uncommon | As per the 5e item. Summons an elemental per the conjure elemental spell and shatters the gem. |
Elemental Gem - Water | Misc | Uncommon | As per the 5e item. Summons an elemental per the conjure elemental spell and shatters the gem. |
Type | rarity |
DOOMGEON Character List
Name | Player | Level | Total XP |
---|---|---|---|
Saint Loanbones | Donoven Chase | 1 | 950 |
Fenton Ofeig | Donoven Chase | 1 | 950 |
Dark Oak | Joshua Short | 1 | 950 |
Varog | Brad Rakot | 1 | 950 |
DOOMGEON S1 Party Inventory
party_name | Item | Item Type | Count |
---|---|---|---|
DOOMGEON S1 Party | Scroll of Random Misty Step | Scroll | 1 |
DOOMGEON S1 Party | Scroll of Enchant Armor | Scroll | 1 |
DOOMGEON S1 Party | Potion of Mutation | Potion | 1 |
DOOMGEON S1 Party | Potion of Healing | Potion | 2 |
DOOMGEON S1 Party | Potion of Curing | Potion | 4 |
DOOMGEON S1 Party | Potion of Berserk | Potion | 1 |
DOOMGEON S1 Party | Potion of Ambrosia | Potion | 2 |
DOOMGEON S1 Party | Crossbow, hand | Ranged | 1 |
DOOMGEON S1 Party | Crossbow, hand | Ranged | 1 |
Item Type |