LMoP Items

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Locaction Consumables Spellbooks & Scrolls Magic Items/Specials
1 - Goblin Arrows Healing (x2)
2 - Phandalin Healing (x3)
Redbrand Hideout Healing (x3)
Invisibility
Augury Charm Person
Fireball
A +1 longsword
Staff of Defense
3 - The Spider's Web
Old Owl Well Healing Darkness Ring of Protection
Ruins of Thundertree Healing
Flying
Misty Step
Lightning Bolt
Hew (+1 Battleaxe)
Wyvern Tor
Cragmaw Castle Healing (x4) Silence Revivify
4 - Wave Echo Cave Vitality
Healing
Boots of Striding and Springing
Gauntlets of Ogre Power
Wand of Magic Missles
Lightbringer (+1 mace)
Dragonguard (+1 breastplate)
Spider Staff
Potions
  • Healing (x15)
  • Invisibility
  • Vitality
  • Flying
Scrolls
  • Augury
  • Charm Person
  • Fireball
  • Darkness
  • Misty Step
  • Lightning Bolt
  • Silence
  • Revivify
Items
  • A +1 longsword
  • Staff of Defense
  • Ring of Protection
  • Hew (+1 Battleaxe)
  • Boots of Striding and Springing
  • Gauntlets of Ogre Power
  • Wand of Magic Missles
  • Lightbringer (+1 mace)
  • Dragonguard (+1 breastplate)
  • Spider Staff

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated

Potion of Invisibility

Potion, very rare


This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Invisible
  • An invisible creature is impossible to see with-out the aid of magic or a special sense. For the purpose of hiding, the creature is heavily ob-scured. The creature's location can be detected by any noise it makes or any tracks it leaves.
  • Attack rolls against the creature have disadvant-age, and the creature's attack rolls have advant-age.

Augury

This spell scroll bears the words of the Augury spell, written in a mystical cipher. Augury is only usable by a Cleric. Clerics can use an action to read the scroll and cast the spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
2nd Uncommon
Class List
Cleric
LEVEL RANGE/AREA
2nd Self
DURATION SCHOOL
Instantaneous Divination
ATTACK/SAVE DAMAGE/EFFECT
None Foreknowledge

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool*, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The GM chooses from the following possible omens:

  • Weal, for good results
  • Woe, for bad results
  • Weal and woe, for both good and bad results
  • Nothing, for results that aren't especially good or bad

The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.

If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The GM makes this roll in secret.

Charm Person

This spell scroll bears the words of the Charm Person spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
1st Uncommon
Class List
Bard, Druid, Sorcer, Warlock, Wizard
LEVEL RANGE/AREA
1st 30 ft.
DURATION SCHOOL
1 Hour Enchantment
ATTACK/SAVE DAMAGE/EFFECT
WIS Save Charmed

You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your compan­ions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaint­ance. When the spell ends, the creature knows it was charmed by you.

Charmed
  • A charmed creature can't attack the charmer or target the charmer with harmful abilities or magical effects.
  • The charmer has advantage on any ability check to interact socially with the creature.

Fireball

This spell scroll bears the words of the Fireball spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
3rd Uncommon
Class List
Sorcer, Wizard
LEVEL RANGE/AREA
3rd 150 ft (20 ft sphere )
DURATION SCHOOL
Instantaneous Evocation
ATTACK/SAVE DAMAGE/EFFECT
DEX Save Fire

A bright streak flashes from your pointing finger to a point you choose within range and then blossoms with a low roar into an explosion of flame. Each creature in a 20-foot-radius sphere centered on that point must make a Dexterity saving throw. A target takes 8d6 fire damage on a failed save, or half as much damage on a successful one.

The fire spreads around corners. It ignites flammable objects in the area that aren't being worn or carried.

Lord Albrek,

My spies in Neverwinter tell me that strangers are due to arrive in Phandalin. They could be working for the dwarves. Capture them if you can, kill them if you must, but don’t allow them to upset our plans. See that any dwarven maps in their possession are delivered to me with haste. I’m counting on you, Iarno. Don’t disappoint me.

Longsword, +1

+1 Weapon (longsword), uncommon

Damage Weight Properties
1d8 slashing 3 lb. Versatile (1d10)

You have a +1 bonus to attack and damage rolls made with Talon. This is a magic weapon.

The sword is inscribed with the name "Talon," and its hilt is in the of a bird of prey with outspread wings. It comes with a silver-chased scabbard.

Longsword, +1

+1 Weapon (longsword), uncommon

Damage Weight Properties
1d8 slashing 3 lb. Versatile (1d10)

You have a +1 bonus to attack and damage rolls made with Talon. This is a magic weapon.

The sword is inscribed with the name "Talon," and its hilt is in the of a bird of prey with outspread wings. It comes with a silver-chased scabbard.

*It once belonged to a great knight named Aldith Tresendar, known as the Black Hawk. Sir Atdith died fighting off ores that attacked through the hidden caverns below his manor. *

Bottle of Mercury, Small

Reagent, rare


  • Value: 25 gp

This reagent is used by an apothecary or alchemist.

Bottle of Dragon Bile, Small

Reagent, rare


  • Value: 25 gp

This reagent is used by an apothecary or alchemist.

Bottle of Powedered Nightshade, Small

Reagent, rare


  • Value: 25 gp

This reagent is used by an apothecary or alchemist.

Glass Staff

Staff, uncommon (requires attunment)


This slender, hollow staff is made of glass yet is as strong as oak.

Staff of Defense

Staff, rare (requires attunment by a spell caster)


This slender, hollow staff is made of glass yet is as strong as oak.

While holding the staff, you have a +1 bonus to you Armor Class.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: mage armor (1 charge) or shield (2 charges). No components are required.

The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Mage Armor 1 Action

You touch a willing creature who isn't wearing armor, and the protective magical force surrounds it until the spell ends. The target's base AC becomes 13 + its Dex modifier. The spell ends if the target dons armor or if you dismiss the spell as an action.

Shield 1 Reaction*

An invisible barrier of magical force appears and protects you. Until the start of you next turn, you have a +5 bonus of AC, including against the triggering attack, and you take no damage of magic missle(s).


* - which you take when you are hit by an attack or targeted by the magic missle spell

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Ring of Protection

Ring, rare (requires attunement)


You gain a +1 bonus to AC and saving throws while wearing this ring.

Darkness

This spell scroll bears the words of the Darkness spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
2nd Uncommon
Class List
Sorcer, Warlock, Wizard
LEVEL RANGE/AREA
2nd 60 ft (15 ft sphere )
DURATION SCHOOL
10 Minutes Evocation
ATTACK/SAVE DAMAGE/EFFECT
None Control

Magical darkness spreads from a point you choose within range to fill a 15-foot-radius sphere for the duration. The darkness spreads around corners. A creature with darkvision can't see through this darkness, and nonmagical light can't illuminate it.

If the point you choose is on an object you are holding or one that isn't being worn or carried, the darkness emanates from the object and moves with it. Completely covering the source of the darkness with an opaque object, such as a bowl or a helm, blocks the darkness.

If any of this spell's area overlaps with an area of light created by a spell of 2nd level or lower, the spell that created the light is dispelled.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated

Potion of Flying

Potion, very rare


When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Hew

+1 Weapon (battleaxe), uncommon

Damage Weight Properties
1d8 slashing 4 lb. Versatile (1d10)

You have a +1 bonus to attack and damage rolls made with this magic weapon.

This battleaxe is a rusty old battleaxe of dwarven manufacture. There are runes in Dwarvish on the axe head. Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Hew (Hew)

+1 Weapon (battleaxe), uncommon

Damage Weight Properties
1d8 slashing 4 lb. Versatile (1d10)

You have a +1 bonus to attack and damage rolls made with Hew. This is a magic weapon.

This battleaxe is a rusty old battleaxe of dwarven manufacture. Runes in Dwarvish on the axe head read "Hew", and the rust is misleading. This battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe's creator was a dwarf smith who feuded with the dryads of a forest when he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest.

Lightning Bolt

This spell scroll bears the words of the Ligthing Bolt spell, written in a mystical cipher. If Ligthing Bolt is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity Save DC
3rd Uncommon 15
Class List
Sorcerer, Wizard
LEVEL RANGE/AREA
3rd Self (100 ft straight line )
DURATION SCHOOL
Instantaneous Evocation
ATTACK/SAVE DAMAGE/EFFECT
DEX Save Lightning

A stroke of lightning forming a line 100 feet long and 5 feet wide blasts out from you in a direction you choose. Each creature in the line must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren't being worn or carried.

Misty Step

This spell scroll bears the words of the Misty Step spell, written in a mystical cipher. If Misty Step is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
2nd Uncommon
Class List
Sorcerer, Warlock, Wizard
LEVEL RANGE/AREA
2nd Self
DURATION SCHOOL
Instantaneous Conjuration
ATTACK/SAVE DAMAGE/EFFECT
None Teleportation

Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Revivify

This spell scroll bears the words of a Revivify, written in a mystical cipher. If Revivify is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
3rd Uncommon
Class List
Cleric, Paladin
LEVEL RANGE/AREA
3rd Touch
DURATION SCHOOL
Instantaneous Necromancy
ATTACK/SAVE DAMAGE/EFFECT
None Healing

You touch a creature that has died within the last minute. That creature returns to life with 1 hit point. This spell can't return to life a creature that has died of old age, nor can it restore any missing body parts.

Silence

This spell scroll bears the words of the Silence spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, the scroll is unintelligible.

If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spell casting ability to determine whether you cast it successfully. The DC equals 10 + the spell's level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown below.

Spell Level Rarity
2nd Uncommon
Class List
Bard, Cleric, Ranger
LEVEL RANGE/AREA
2nd 120 ft (20 ft sphere)
DURATION SCHOOL
10 Minutes Illusion
ATTACK/SAVE DAMAGE/EFFECT
None Control

For the duration, no sound can be created within or pass through a 20-foot-radius sphere centered on a point you choose within range. Any creature or object entirely inside the sphere is immune to thunder damage, and creatures are deafened while entirely inside it. Casting a spell that includes a verbal component is impossible there.

Deafened

A deafened creature can't hear and automatically fails any ability check that requires hearing.

Potion of Healing

Potion, rarity varies

Potion of… Rarity HP Regained
Healing Common 2d4 + 2

You regain points when you drink this potion. The potion's red liquid glimmers when agitated.

Potion of Vitality

Potion, very rare


When you drink this potion, it removes any exhaustion you are suffering and cures any disease of poison affection you. For the next 24 hours, you regain the maximum number of any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heart beat.

Boots of Striding and Springing

Wonderous item, uncommon (requires attunement)


While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three time the normal distance, thought you can't jump farther than your remaining movement would allow.

Gauntlets of Ogre Power

Wondrous item, uncommon (require attunemnet)


Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

Lightbringer

Weapon (mace), uncommon (+1)

Damage Weight Properties
1d8 slashing 3 lb. Versatile (1d10)

You have a +1 bonus to attack and damage rolls made with Lightbringer. This is a magic weapon.

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radinat damage to undead creatures.

Dragonguard

Armor (medium), rare (+1)


You have a bonus to AC while wearing this armor.

Armor Armor Class (AC)
Breastplate 14 + Dex modifier (max 2)
Strength Stealth Weight
20 lb.

This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws a-gainst the breath weapons of creatures that have the dragon type.

Don Doff
5 minutes 1 Minute

  • Don. This is the time it takes to put on armor. You benefit from the armor's AC only if you take the full time to don the suit of armor.
  • Doff. This is the time it takes to take off armor. If you have help, reduce this time by half.

Spider Staff

Quarterstaff, uncommon (requires attunment)

Damage Weight Properties
1d6 bludgeoning 8 lb. Versatile (1d8)

The top of this black, adamantine staff is shaped like a spider.

Spider Staff

Quarterstaff, uncommon (requires attunment)

Damage Weight Properties
1d6 bludgeoning 8 lb. Versatile (1d8)

The top of this black, adamantine staff is shaped like a spider.

The stff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.

The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.

Spider Climb 1 Action

  • Duration: 1 hour

Until the spell ends, one willing creature you touch gains the ability to move up, down, and across vertical surfaces and upside down along ceilings, while leaving its hans free. The target also gains a climbing speed equal to its walking speed.

Web 1 Action

  • Range: 60 feet
  • Duration: 1 hour

You conjure a mass of thick, sticky webbing at a point of your choice within range. The webs fill a 20- foot cube from that point for the duration. The webs are difficult terrain and lightly obscure their area.

If the webs aren't anchored between two solid masses (such as walls or trees) or layered across a floor, wall, or ceiling, the conjured web collapses on itself, and the spell ends at the start of your next turn. Webs layered over a flat surface have a depth of 5 feet.

Each creature that starts its turn in the webs or that enters them during its turn must make a Dex-terity saving throw. On a failed save, the creature is restrained as long as it remains in the webs or until it breaks free.

A creature restrained by the webs can use its action to make a Strength check against your spell save DC. If it succeeds, it is no longer restrained.

The webs are flammable. Any 5-foot cube of webs exposed to fire burns away in 1 round, deal-ing 2d4 fire damage to any creature that starts its turn in the fire.

Wand of Magic Missiles

Wand, uncommon


This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st level verson of the spell. You can increse the spell slot level by one for each additional charge you expend.

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Magic Missile 1 Action

  • Range: 120 feet

You create three clowing darts of magical force. Each dart hits a creature of your choice that you can see within range. a dart deals 1d4 + 1 force damage to its target. The darts all strike simultan-eously, and you can direct them to hit one creature of several.

Charges Spent Number of Darts
1 3
2 4
3 5
4 6
5 7
6 8
7 9


 

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