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<blockquote data-quote="CapnZapp" data-source="post: 7265985" data-attributes="member: 12731"><p><span style="font-size: 9px">Souk cont'd...</span></p><p></p><p><u>Consumables</u></p><p>Ointment of Barkskin <strong>250 sp</strong></p><p>The albino dwarves of Chult use this greasy ointment. When slathered over the user's skin, it protects her with a barkskin spell.</p><p>Potion of Burning Fire <strong>600 sp</strong></p><p>During the next ten minutes, re-roll three damage dice whenever you cast a spell causing fire damage. You must use the new rolls.</p><p>Bird feather headdress (requires attunement) <strong>2900 sp</strong> </p><p>This gaudy headdress has six large plumes and many smaller ones. Each large plume can be plucked and thrown into the air to summon three hawks, two eagles or owls, or one giant eagle or giant owl each as per summon animal. Once all large plumes are used, the headdress is no longer magical.</p><p></p><p><u>Permanent items</u></p><p>Anklet of Translocation <strong>1400 sp</strong></p><p>Once per day you can spend your reaction to teleport 30 feet to a spot you can see.</p><p>Gloves of Lightning <strong>2200 sp</strong></p><p>These flexible leather gloves are covered with small copper rivets. Three times per day the</p><p>wearer may choose to deal an additional 2d8 points of lightning damage upon a successful hit with either an unarmed attack or with a light melee weapon.</p><p>Wondrous Survival Pouch <strong>5000 sp</strong></p><p>Produce various survival items 5/day, including rations, water, tent, rope, campfire, shortbow, mule.</p><p>Instrument of the Bards – Doss Lute <strong>16000 sp</strong></p><p>DMG176</p><p></p><p>Flint dagger +1 <strong>500 sp</strong></p><p>Regular flint weapons dull quickly, though the enchantments placed on this dagger prevents this.</p><p>Obsidian yklwa +1 <strong>600 sp</strong></p><p>Simple melee weapon dealing 1d8 piercing with the throwing (range 10/30) property</p><p></p><p>Staff of Divination <strong>55000 sp</strong></p><p>Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard</p><p>The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: find traps (1 charge), locate object (1 charge), tongues (2 charges), locate creature (3 charges), arcane eye (4 charges) or true seeing (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff curls itself into a spiral and becomes useless.</p><p>You know one extra language while attuned to this staff.</p></blockquote><p></p>
[QUOTE="CapnZapp, post: 7265985, member: 12731"] [SIZE=1]Souk cont'd...[/SIZE] [U]Consumables[/U] Ointment of Barkskin [B]250 sp[/B] The albino dwarves of Chult use this greasy ointment. When slathered over the user's skin, it protects her with a barkskin spell. Potion of Burning Fire [B]600 sp[/B] During the next ten minutes, re-roll three damage dice whenever you cast a spell causing fire damage. You must use the new rolls. Bird feather headdress (requires attunement) [B]2900 sp[/B] This gaudy headdress has six large plumes and many smaller ones. Each large plume can be plucked and thrown into the air to summon three hawks, two eagles or owls, or one giant eagle or giant owl each as per summon animal. Once all large plumes are used, the headdress is no longer magical. [U]Permanent items[/U] Anklet of Translocation [B]1400 sp[/B] Once per day you can spend your reaction to teleport 30 feet to a spot you can see. Gloves of Lightning [B]2200 sp[/B] These flexible leather gloves are covered with small copper rivets. Three times per day the wearer may choose to deal an additional 2d8 points of lightning damage upon a successful hit with either an unarmed attack or with a light melee weapon. Wondrous Survival Pouch [B]5000 sp[/B] Produce various survival items 5/day, including rations, water, tent, rope, campfire, shortbow, mule. Instrument of the Bards – Doss Lute [B]16000 sp[/B] DMG176 Flint dagger +1 [B]500 sp[/B] Regular flint weapons dull quickly, though the enchantments placed on this dagger prevents this. Obsidian yklwa +1 [B]600 sp[/B] Simple melee weapon dealing 1d8 piercing with the throwing (range 10/30) property Staff of Divination [B]55000 sp[/B] Requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: find traps (1 charge), locate object (1 charge), tongues (2 charges), locate creature (3 charges), arcane eye (4 charges) or true seeing (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff curls itself into a spiral and becomes useless. You know one extra language while attuned to this staff. [/QUOTE]
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