New Adventuring Gear
The following new pieces of adventuring gear are presented in alphabetical order, with an item’s price appearing after its name.
The following new pieces of adventuring gear are presented in alphabetical order, with an item’s price appearing after its name.
| Magic Item Table A 1d100 | Magic Item |
|---|---|
| 01–05 | Bird of a Feather, Common |
| 06–10 | Dryadleaf … |
Loup garou are powerful lycanthropes capable of transforming into hulking dire wolves. They actively seek to spread the curse of lycanthropy, creating packs of subservient werewolves that can reduce communities to ruins and ravage whole regions. The strain of lycanthropy spread by a loup garou is harder to cure than typical varieties. Only slaying a loup garou can free the monster’s victims from…
Szass Tam (ZASS TAM) is a powerful lich and necromancer in the Forgotten Realms setting. As leader of the Red Wizards of Thay, he has countless spies, assassins, and other agents at his service, and his schemes span centuries and reach to the ends of the world.
Armor (Any Light or Medium), Very Rare (Requires Attunement) You gain a +1 bonus to Armor Class while wearing this armor. The armor is enchanted to look like a scholarly or priestly robe. Mountain Walker. While you’re wearing this armor, Difficult Terrain composed of heavy snow, ice, rubble, or undergrowth doesn’t cost you extra movement. Grasping Tendrils. As a Magic action, you can activate the…
Simple Melee Weapons Brass Knuckles | 1d4 Bludgeoning | Light | Push | 1 lb. | 1 GP Hand Claws | 1d4 Slashing | Finesse, Light | Vex | 2 lb. | 3 GP …
Wondrous Item, Rare When you cast the Counterspell spell and the target of the spell fails its saving throw, you can consume this magic item. When you do, if the target fails its saving throw, it loses any spell slot used to cast the spell, and takes 1d6 Force damage per level of the spell.
Wondrous Item, Very Rare (Requires Attunement) This tiny, brightly painted boat is made in exacting detail, with smokestacks and a paddlewheel that turns, but it looks like a child’s plaything. Studying it reveals a miniscule but unearthly passenger within the boat’s cabin. The riverboat grants the following properties. Passengers. As a Magic action, you and up to twelve other willing, Medium or…
Animated suits of armor might move with steady deliberateness or awkward gaits. They’re often constructed from plate armor, making them easy to mistake for soldiers or helmed horrors. Other types of armor or even metal statuary might also become animated armor.
Weapon (Greatclub), Very Rare (Requires Attunement) While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried. The weapon has the following additional properties. Clap of…
| Creature | Type | CR |
|---|---|---|
| The Barrow King | Undead | 22 |
| The Beast of Blight | Fey | 10 … |
List of Appendix A - Magic Items from the Stranger Things: Welcome to the Hellfire Club.
Armor (ring mail), legendary You have a +3 bonus to AC while wearing this armor. This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.
Headless, undying warriors, dullahans arise from decapitated villains and murderously seek to recover their missing heads. In their endless hunts, they terrorize sites relevant to their crimes or near where they died, beheading anyone they believe responsible (or connected to those responsible) for their deaths. Aside from their lethal blades, dullahans terrorize foes with their terrifying wails…
Wondrous Item, Very Rare When this 3-inch-diameter metal ball is activated as a Magic action, it moves at a rapid speed, bouncing off walls and defying any attempts to capture it. The ball remains active for 1 minute or until you deactivate it by using a command word while within 30 feet of it (no action required). Once the ball is used, it can’t be used again until the next dawn. When you…
Wondrous Item, Uncommon This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can’t be used again until the next dawn. You can issue another command as a Magic action to make the illuminated globe rise into the air and float no more than 5…
Wondrous Item, Common (Requires Attunement) While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example,…
| Magic Item Table B 1d100 | Magic Item |
|---|---|
| 01–05 | Bag of Sundrops |
| 06–10 | Candle of Anti-Light … |
Wondrous Item, Uncommon This seemingly overgrown Quiver keeps a large plant magically concealed inside it, and it can hold up to 20 Arrows or Bolts. When you draw an Arrow or Bolt from the Quiver, you can take a Bonus Action and use a command word to magically connect the end of the ammunition to the plant inside the Quiver. The plant is a ropelike vine that flies effortless behind its connected…
Ravencrafts are a grotesque fusion of feathers, sinew, and bone. Their tiny form is a contorted and twisted nightmare carelessly sewn together into the mockery of a bird. The mere presence of a ravencraft is an affront to natural death and can keep further death at bay, or they can chill the hearts of their foes with cries of torment from beyond the grave.
Ravencrafts are a grotesque fusion of feathers, sinew, and bone. Their tiny form is a contorted and twisted nightmare carelessly sewn together into the mockery of a bird. The mere presence of a ravencraft is an affront to natural death and can keep further death at bay, or they can chill the hearts of their foes with cries of torment from beyond the grave.
Armor (Half Plate Armor), Rare (Requires Attunement) This armor seems to grow lighter when you inhale. You can hold your breath at any point to both lighten the armor and quiet its clattering, negating the normal Disadvantage on Dexterity (Stealth) checks imposed by Half Plate. In addition, if you fall while wearing this armor, you can hold your breath as a Reaction to cast the Feather Fall…
The Wild Titan’s lair is a hollowed-out peak in the mountain range the creature stalks. The region containing the Wild Titan’s lair is changed by its presence, creating the following effects: Whiteout. Within 1 mile of the lair, there is a 75 percent chance every day of heavy precipitation. Wild Hunger. Within 1 mile of the lair, creatures always feel ravenously hungry, no matter how much they’ve…
Huge Beast (Dinosaur), Unaligned AC 13 Initiative +3 (13) HP 136 (13d12 + 52) Speed 50 ft.
Weapon (Greatsword, Longsword, or Scimitar), Rare (Requires Attunement) Thayan Swords are often awarded to premier Thayan knights when they complete their training. You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. Knight of the Arcane. The sword has 4 charges and regains 1d4 charges daily at dawn. While holding the sword, you can expend 1 charge to cast one of the…
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