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A 10-foot-square area of ground sprouts tentacles until start of your next turn.

Any creature
that starts or ends its turn in the area must succeed on a DC 16 Strength saving throw or be
restrained. A creature can escape the tentacles with a successful DC 16 Strength (Athletics)
or Dexterity (Acrobatics) check as an action.

Each creature in a 30-foot-square must succeed on a DC 16 Wisdom saving throw or take


2d12 psychic damage. Unless the target is immune to psychic damage it's Intelligence score
is reduced by 1d4 each time it fails this saving throw. The target dies if its Intelligence score
is reduced to 0. The reduction lasts until the target finishes a short or long rest.

Choose a 20-foot-square. Until the start of your next turn you can choose way in which
gravity pulls. Any creatures or objects in the room when this happens fall in the direction of
the new pull of gravity, unless they have some means of ramaining aloft.

A preserved and shrunken fish eye set in a ring. While worn the bearer has advantage on
deception checks to mimic animal sounds.
This potion is pink in color, smells like meadow full of flowers. It’s taste resembles juice made
from a couple of fruits. Drinking this potion gives you the full benefit of a long rest.

This potion is pink in color, smells like meadow full of flowers. It’s taste resembles juice made
from a couple of fruits. Drinking this potion gives you the full benefit of a long rest.

This potion is pink in color, smells like meadow full of flowers. It’s taste resembles juice made
from a couple of fruits. Drinking this potion gives you the full benefit of a long rest.

This potion is pink in color, smells like meadow full of flowers. It’s taste resembles juice made
from a couple of fruits. Drinking this potion gives you the full benefit of a long rest.

Wand of Secrets
The wand has 3 Charges. While holding it. you can use an Action to expend 1 of its
Charges, and if a Secret door or trap is within 30 feet of you, the wand pulses and points at
the one nearest to you. The wand regains 1d3 expended Charges daily at dawn.

Next time you roll a nat 1 on a d20, you can choose to reroll, but you get 2d10 psychic
damage when you do so.

Spell Scroll of Mirror Image


Three illusory duplicates of yourself appear in your space. Until the spell ends, the duplicates
move with you and mimic your actions, shifting position so it’s impossible to track which
image is real. You can use your action to dismiss the illusory duplicates.
Each time a creature targets you with an attack during the spell’s duration, roll a d20 to
determine whether the attack instead targets one of your duplicates.
If you have three duplicates, you must roll a 6 or higher to change the attack’s target to a
duplicate. With two duplicates, you must roll an 8 or higher. With one duplicate, you must roll
an 11 or higher.
A duplicate’s AC equals 10 + your Dexterity modifier. If an attack hits a duplicate, the
duplicate is destroyed. A duplicate can be destroyed only by an attack that hits it. It ignores
all other damage and effects. The spell ends when all three duplicates are destroyed.
A creature is unaffected by this spell if it can’t see, if it relies on senses other than sight,
such as blindsight, or if it can perceive illusions as false, as with truesight.They stay for 1
minute

Potion of Growth
When you drink this potion, you gain the "enlarge" Effect of the enlarge/reduce spell for 1d4
hours (no Concentration required). The red in the potion's liquid continuously expands from a
tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to
interrupt this process. (Enlarge: The target's size doubles in all dimensions, and its weight is
multiplied by eight. This growth increases its size by one category - from Medium to Large,
for example. If there isn't enough room for the target to double its size, the creature or object
attains the maximum possible size in the space available. Until the spell ends, the target also
has advantage on Strength checks and Strength saving throws. The target's weapons also
grow to match its new size. While these weapons are enlarged, the target's attack with them
deal 1d4 extra damage.)

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