Realm:
Bazagon
Region:
The Gauntlet Sprawl (Bazagon City)
Gold:
1,891
Race:
elf
Class:
rogue
Ruleset:
5.5e
Completed:
15
Most recent:
6 days ago
A slippery thief with an eye for magic items and a knack for smithing.
Founder and Owner of No Questions Asked (NQA) - pawn shop and foundry
| Item | Qty | Type | Sell Value |
|---|---|---|---|
+1 Arrow | 7 | Consumable | 10 Gold |
Adamantine Helm 1/LR TUrn a crit into a normal hit (no action required) | 1 | 100 Gold | |
Antitoxin | 1 | 50 Gold | |
Black Arrow of Bitternessⁿᵍ Ammunition (Arrow) | Rare, Greater This arrow was once owned by Yeanaye but has been fletched with moonshadow and dragon scales after having steeped in her draconic presence. While holding this arrow, you can cast the spell Acid Arrow or Bitter Spike at 5th level (+9 Spell Attack). Once you have cast a spell this way, you can't do so again until the next dusk. After casting either spell this way 6 times, it becomes a Very Rare, Lesser Magic Item, the Black Arrow of Fey Slaying which has the following properties: If a fey takes damage from this arrow, the creature makes a DC 17 Constitution saving throw, taking an extra 10d6 Acid damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the arrow becomes nonmagical. ## 5,000 GP | 1 | 2500 Gold | |
Boots of elvenkind | 1 | 200 Gold | |
Chime of Opening (9/10) | 1 | 1400 Gold | |
Earth Weave Sling These weapons focus on raw force and control. Elemental Damage: 1d6 Thunder damage on a hit. Grounding Strike: As a bonus action, you can imbue the weapon with seismic energy. The next time you hit a creature with this weapon before the end of your next turn, that creature's speed is reduced to 0 until the start of its next turn. | 1 | 500 Gold | |
Eversmoking Bottle | 1 | 500 Gold | |
Eyes of the Eagle | 1 | 200 Gold | |
Gem Studded Leather Armor of Repulsion +2 (10/10) You have a +2 bonus to AC while wearing this armor. This armor has 10 charges. While wearing it, you can speak the command word and expend 1 or more of its charges to cast the spell from Warding Wave or Thunderwave (Spell Save DC 17) with their standard casting times. For 1 charge, you cast the 1s-level versions of the spells. You can increase the spell slot level by one for each additional charge you expend. This items magic charges is powered by gems studded about the armor, only when the armor reaches 0 charges will one of the ten gems studded about the armor will shatter. After which the total amount of charges decrease by 1 and it fully recharges after 24 hours. These are 500 GP Gems and new gems can be inserted to replenish the amount of charges available to the item. | 1 | 50000 Gold | |
Gem of Seeing (2024) | 1 | 2500 Gold | |
Gem of brightness (charges) | 44 | 4 Gold | |
Glittergold | 1 | 100 Gold | |
Gloves of Thievery | 1 | 200 Gold | |
Jar Jar of Holding Wondrous Item | Uncommon, Greater (Unique) This jar is bigger on the inside. The opening stretches to fit items inside, to a dimension of 3'x3'. It functions otherwise like a bag of holding, except it has the Magic Mouth spell permanently enchanted so that when it is opened, it repeats the phrase, "Meesa Jar Jar. Meesa Yousa Humble servant, holds everythings yousa wants." | 1 | 275 Gold | |
Moonfallen Bow Weapon (shortbow) | Rare, Greater (requires attunement) This bow doesn't need to be strung. A glimmer of moonlight appears between the bow's ends when you reach for it: grasping the light and pulling it back, as if it were a bowstring, causes a string of light to materialize and draw the bow. When you draw the bow in this way, an arrow of pure light springs into existence and is nocked into the bow. You gain a +1 bonus to attack and damage rolls made with this magic weapon when firing an arrow of light, which deals radiant damage instead of piercing damage. It has 3 charges which you can expend to use the following properties and regains all expended charges daily at dusk. You gain one additional charge under the dusk of a Full Moon. Guiding Arrow (1 charge). While holding the bow, you can use an action to cast the guiding bolt spell from it. Use your weapon attack bonus with the bow for the spell attack, including its +1 bonus to attack rolls. You still add your Dexterity modifier, plus the bow's +1 bonus, to the damage from this version of the spell. Moonfall (2 charges). As an action, you can fire an arrow of light into the air above you. When you do, pick a point that you can see within 60 feet of you. A cascade of moonlight descends from the sky 60 feet above the point. The light fills the area of a 20-foot-radius cylinder that's 60 feet high, centered on the point. Each hostile creature within the light when it appears must make a DC 15 Constitution saving throw; shapechangers and make the saving throw with disadvantage. A creature takes 3d10 radiant damage on a failed save, or half as much damage on a successful one. The light remains until the end of your next turn. For the duration, illusions are temporarily suppressed while in the area of light, and any shapechanger within the light automatically reverts to its original form and can’t assume a different form until it leaves the area. | 1 | 2500 Gold | |
Pot of Awakening Unique. When planted, the shrub awakens the next full moon instead of thirty days. It is immune to Radiant and Cold damage. | 1 | Consumable | 50 Gold |
Potion of healing | 4 | Consumable | 50 Gold |
Reaver Ring You gain a +1 bonus to Armor Class and saving throws while wearing this ring. While wearing this ring, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it. (Flaw: Other Reavers are unaffected) Silent Network. 3/Long Rest. You may cast Sending requiring no components, targeting any other Reaver. Demon Tongue. While wearing this ring you can speak, read and write Abyssal. | 1 | 5000 Gold | |
Ring of the Ram (2024) | 1 | 5000 Gold | |
Robe of Useful Items Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself Riding Horse with a Riding Saddle Rowboat (12 feet long) Wooden ladder (24 feet long) Rowboat (12 feet long) Iron 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 | 1 | 500 Gold | |
Rose Perfume | 1 | 50 Gold | |
Rust Bag of tricks | 1 | 500 Gold | |
Sending Stones | 1 | 200 Gold | |
Skull of the Insectile Mystic You can cast the invisibility spell (self only). You can cast the Freedom Of Movement spell (self only). Once you cast each of these spells you cannot do so again till you finish a long rest. | 1 | 500 Gold | |
Snow Silver This silver coin is ornamented with snowflake designs. It's always cold to the touch, and it can magically cool up to 1 pint of liquid it's placed in over the course of 6 seconds. If the coin is on your person when you take cold damage, the damage is halved, and the coin frosts over. This property of the coin then ceases to function until the next dawn, at which point the coin defrosts. | 1 | 200 Gold | |
Soma of the Poppy Wondrous Item | Uncommon, Lesser This flask contains a sweet liquid, enough for one Large or smaller creature to drink. A living creature that drinks the soma feels warm and dreamy. If it wishes to resist the effect, the creature makes a DC 15 Constitution saving throw as though against poison. On a failed save, it experiences hallucinatory visions for 1d6 hours. During this time, it has disadvantage on Wisdom ability checks and saving throws, and its speed is halved. In addition, its pain is dulled. The next time it takes damage each hour during this time, it takes 2d6+2 less damage. A creature does not reduce any additional damage by drinking additional Soma. | 1 | Consumable | 100 Gold |
Stitched Shortbow 1/sr You can charge an arrow with healing energy when you make an attack roll. If it hits a target it heals them for the amount of damage it would have done. | 1 | 500 Gold | |
Unbreakable Arrow | 1 | 25 Gold | |
Water Weave Scimitar These weapons flow with debilitating and corrosive power. Elemental Damage: 1d6 Acid damage on a hit. Drenching Flow: As a bonus action, you can saturate your weapon with elemental water. The next time you hit a creature with this weapon before the end of your next turn, the target must succeed on a DC 13 Constitution saving throw or be poisoned until the end of its next turn. | 1 | 500 Gold | |
Weapon of Warning (Bolas, 2024) | 1 | 200 Gold | |
Wolf Door Guardian Wondrous Item | Uncommon, Lesser This silver grey door knocker is fashioned after a wolf's head. You can attach the knocker to an unlocked door by firmly pressing it against the door for 1 minute. The door then becomes locked, as if by the arcane lock spell. You choose the door's password when attaching the knocker to it. Speaking the correct password to enter the door causes the knocker to emit a rumbling growl. If the door doesn't have a handle, a grey handle in the design of a wolf's paw appears where one would normally go. The handle also has a physical lock, although there isn't a key made to fit it. If a creature attempts to pick the door's lock or break the door down, the knocker transforms into a Dire Wolf, including any handle it may have created. The wolf appears in the nearest unoccupied space before the door and attacks the creature and its allies. Unless the creatures know the nature of the door knocker, they are almost always surprised. The transformed wolf is made of pewter: it uses the Dire Wolf's statblock, except that it's a construct instead of a beast, it has immunity to poison damage and the poisoned condition, and it has resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. The wolf returns to its normal form and reappears on the door after 1 minute. If the wolf is reduced to 0 hit points, it returns to its normal form on the ground at the foot of the door. Regardless, the wolf regains all its hit points when it returns to its normal form. | 1 | 100 Gold |