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Tantaur’s Spellbook

1st level : chromatic orb , mage armor , magic missile 2nd level : Maximilian’s earthen grasp ,* shatter , suggestion 3rd level : counterspell , erupting earth * 4th level : polymorph , stoneskin 5th level : Wall of Stone 6th level : Bones of the Earth *Elemental Evil Handbook (I think?)

Loot from Black Earth Battle

Magic Items Fist sized stone with face carved in it 2x potions of superior healing Double ring engraved with runes 2x scroll of misty step Gnarled wooden staff inlaid with semi precious gems in the shape of beetles Coin 34 Gp 44 Ep 10 Sp 109 Cp Weapons 4x longswords 1x spear 5x War picks 1x Black Earth Rod 3x morning stars Armour 4x chainmail 5x scale mail 9x shields 5x Stone plate armour 1x Stone splint armour Other Items History Book -                 In goblin, “Academy of Devastation: A history” Carved Skull -                 Symbols of black earth are carved all over Zurkhwood bucket -        Contains edible fungi. Equivalent 2 days rations Black whip -                    used...

Hammer of Thunderbolts

Requires attunement You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be  stunned  until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it. Giant's Bane (Requires Attunement).  You must be wearing a  belt of giant strength  (any variety) and  gauntlets of ogre power  to attune to this weapon. The attunement ends if you take off either of those items. While you a...

Ring of mind shielding

(Requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

Tan Bag of Tricks

This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Oathbow

Longbow, (requires attunement) When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Thunderhawk

Heavy Crossbow When you fire and speak its command word, the bolt transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a regular bolt when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the regular bolt plus 4d6 lightning damage. The crossbow's property can't be used again until the next dawn. In the meantime, the crossbow can still be used as a magic weapon.

Skonn's Stone Hand

The stone hand counts as a light weapon.  Can be used to attack with a bonus action if an attack action is made with a light weapon. To Hit is Str mod, Damage is 1d4+Str mod. (similar to duel wielding a dagger). The hand can be used the same as a normal hand.  It is immune to poison, acid and fire damage and resistant to slashing/piercing damage if the damage is dealt only to the hand. To attack with the fist when wielding something other than a light weapon the Duel Wielder feat is required. Cannot make a fist attack if attacking with a two handed weapon.

Mithril Chain Shirt (+1)

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity ( Stealth ) checks or has a Strength requirement, the mithral version of the armor doesn't. +1 to AC (i.e.  14 + Dex modifier (max 2))

Elven Chainmail?

Ballon Pack x 2

This backpack contains the spirit of an  air elemental  and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the  levitate  spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the  feather fall  spell for yourself. When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft. After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.

Mace of Disruption

(requires attunement) When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Gauntlets of Ogre Power

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

Frost Brand

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-­‐‑foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. (requires attunement)

Foecrusher Arrows

Foecrusher Arrow (Single use) An arrow with a very large head that is disproportionate to the rest of the arrow’s body, that somehow weighs the same as a normal arrowhead. Upon being fired, the arrow begins to rapidly grow in size over the course of its flight. For every 10 feet the arrow moves, the arrow’s damage increases by 1d6 piercing damage. If the arrow travels at least 100 feet, every creature within a 5 foot radius of the arrows point of impact must make a DC 18 Dexterity saving throw. A creature takes the arrows full damage as bludgeoning damage on a failed save, and half as much damage on a successful save. The damage is done instead of the arrows single target damage, not in addition to it. The radius of the arrows point of impact increases by 5 feet for every additional 100 feet the arrow travels after the initial 100 feet. Sorin x2, Arnogall x3

Strange Card Deck

A strange deck of cards that have both a terrible and wondrous magical aura.

Beserker Axe

(Requires attunement) Once attuned you gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.  Curse . This axe is cursed.  As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.   Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one ...

Hollow Tipped Arrows

It breaks off inside the victim causing more damage, but are harder to penetrate armor with. -1 to hit, +1d4 damage.

Wand of Wonder

Requires  Attunement  by a Spellcaster. This wand has 7  Charges . While holding it, you can use an action to expend 1 of its  Charges  and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. If the effect causes you to  Cast a Spell  from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. 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 dust and is destroyed.

Amethyst Ring of Resistance

(requires attunement) You have resistance to  Poison  damage while wearing this ring.  Smiley stole this from the merchant in the Pearl Handled Pipe in Yartar.

Small Bowl of Commanding Water Elementals

While this small bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The elemental is friendly to the summoner for the duration . Roll initiative for the elemental, which has its own turns. It obeys any verbal commands that you issue to it (no action required by you). If you don't issue any commands to the elemental, it defends itself from hostile creatures but otherwise takes no actions. If the summoner is knocked unconscious the elemental becomes hostile. Command word is: geyser  Single use

Cloak of Elvenkind

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. Requires attunement.

Claws of the Umber Hulk

Requires Attunement. These heavy gauntlets of brown iron are forged in the shape of an  Umber Hulk’s  claws, and they fir the wearer’s hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 ft, and you can tunnel through solid rock at a rate of 1 ft per round. You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your  STR  modifier applies to the Atk and Dmg rolls, as normal). While wearing the claws, you can’t manipulate objects or cast spells with somatic components.

Dust of Disappearing

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become  Invisible  for 2d4 minutes. The  Duration  is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the  Invisibility  ends for that creature.

Bag of Holding

This appears to be a common cloth sack about 2 feet by 4 feet in size. The  bag of holding  opens into a nondimensional space: Its inside is larger than its outside dimensions. Regardless of what is put into the bag, it weighs a fixed amount. This bag weighs 15lbs but can hold 250lbs and can hold a volume of 30 cubic feet.

Glamoured Studded Leather

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. The command word is “kill smiley.”

Sorin's Mushrooms

1 one aqua toadstool with longevity effect, (When you eat this, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink/eat a  potion of longevity , there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. ) 2 amber toadstools with a heroism effect (For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. Also whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled (same as bless spell). 0 lavender mushrooms with a healing effect, 2d4+2  Ingredients for 1 poison of Midnight Tears and 1 Truth Serum.

Elven Mail

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

Bottled Breath

This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the Gust of Wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath. Gust of Wind spell: A strong wind 60 feet long and 10 feet wide blasts from you. Each creature that starts its turn in the line must pass a Strength save or be pushed 15 feet away from you in the line's direction.   Any creature in the line must spend 2 feet of movement for every 1 foot when moving closer to you.  The gust disperses gas or vapor, and it extinguishes unprotected flames. Protected flame have a 50 percent chance of being extinguished.

Performing Mouse (Ratty)

The mouse can do tricks (sit, roll, play dead) for cheese.