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G 3
G 3
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.
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.
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.)