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<blockquote data-quote="S'mon" data-source="post: 6825953" data-attributes="member: 463"><p>Today I did a Rare+ table likewise:</p><p></p><p>RARE+ ITEMS - GM rolls d20</p><p></p><p>1-8. +1 armour (any) or +1 shield</p><p></p><p>9. 2d4 Potions of Flying</p><p>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.</p><p></p><p>10. 2d4 Potions of Invisibility</p><p>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.</p><p></p><p>11. 2d4 Potions of Vitality</p><p>When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.</p><p></p><p>12. Ring of Evasion</p><p>Ring, rare (requires attunement)</p><p>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.</p><p></p><p>13-14. Ring of Protection</p><p>Ring, rare (requires attunement)</p><p>You gain a +1 bonus to AC and saving throws while wearing this ring.</p><p></p><p>15. Ring of Resistance</p><p>Ring, rare (requires attunement)</p><p>You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.</p><p>d10 Damage Type Gem</p><p>1 Acid Pearl</p><p>2 Cold Tourmaline</p><p>3 Fire Garnet</p><p>4 Force Sapphire</p><p>5 Lightning Citrine</p><p>6 Necrotic Jet</p><p>7 Poison Amethyst</p><p>8 Psychic Jade</p><p>9 Radiant Topaz</p><p>10 Thunder Spinel</p><p></p><p>16-20. Spell Scroll</p><p>A spell scroll bears the words of a single 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, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is . Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.</p><p></p><p>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 spellcasting 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.</p><p></p><p>Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.</p><p></p><p>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 in the Spell Scroll table.</p><p></p><p>Spell Scroll</p><p>d20. Spell Level Rarity Save DC Attack Bonus</p><p>1-5 4th Rare 15 +7</p><p>6-10. 5th Rare 17 +9</p><p>11-14. 6th Very rare 17 +9</p><p>15-17. 7th Very rare 18 +10</p><p>18-19. 8th Very rare 18 +10</p><p>20. 9th Legendary 19 +11</p><p>A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.</p></blockquote><p></p>
[QUOTE="S'mon, post: 6825953, member: 463"] Today I did a Rare+ table likewise: RARE+ ITEMS - GM rolls d20 1-8. +1 armour (any) or +1 shield 9. 2d4 Potions of Flying 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. 10. 2d4 Potions of Invisibility 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. 11. 2d4 Potions of Vitality When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat. 12. Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. 13-14. Ring of Protection Ring, rare (requires attunement) You gain a +1 bonus to AC and saving throws while wearing this ring. 15. Ring of Resistance Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. d10 Damage Type Gem 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel 16-20. Spell Scroll A spell scroll bears the words of a single 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, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is . Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. 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 spellcasting 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 in the Spell Scroll table. Spell Scroll d20. Spell Level Rarity Save DC Attack Bonus 1-5 4th Rare 15 +7 6-10. 5th Rare 17 +9 11-14. 6th Very rare 17 +9 15-17. 7th Very rare 18 +10 18-19. 8th Very rare 18 +10 20. 9th Legendary 19 +11 A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. [/QUOTE]
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