Gear and Equipment


Slot Name Short Desc Wt Charges Add Weight
Head:
Eyes:
Face:
Right Earring:
Left Earring:
Neck 1:
Neck 2:
Neck 3:
Cloak:
Shoulders:
Chest:
Back:
Right Arm:
Left Arm:
Wrists:
Hands:
Ring 1:
Ring 2:
Ring 3 (off):
Ring 4 (off):
Armor:
Belt:
Legs:
Right Leg:
Left Leg:
Anklets:
Feet:
Weapon 1:
Weapon 2:
Weapon 3:
Weapon 4:
Shield:
Misc 1:
Misc 2:
Misc 3:
Misc 4:
Total


Gear Carried

Description Weight # Held Location



Gear Stored

On
Mount
Description Weight # Held Location

Potions, Philters, Elixirs, and Poisons

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Potion initiative and disrupt information
  • Potion simple initiative modifier: +4, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • Potion detailed initiative modifier (DMG p. 191):
    • Potion open and drink: +1
    • Potion takes effect after: 1d4+1 initiative modifier delay
    • Magical oil poured over the body and smeared: 1d4+1
  • Potions and Oils is not disrupted by successful hit, damage, or failing a saving throw, but the container holding the liquid can be smashed before it is imbibed or applied. (Sage Advice #214 p. 78)
  • Potion duration: 4+1d4 turns, unless otherwise stated
Brewing Potions Wizards
  • Gain the potential to brew potions at 9th level (PHB p. 43 / DMG p. 117)
  • Potions are primarily the province of wizards, although healing and curing potions are beyond the ken of wizards (DMG p. 119)
  • Require a complete alchemical laboratory (DMG p. 120)
Priests
  • Gain the potential to brew potions at 9th level (DMG p. 117)
  • Can prepare potions related to healing and cures (DMG p. 119)
  • Require an altar specially consecrated to the purpose of brewing potions (DMG p. 120)
Druids
  • Druids who spends 3 slots in the Herbalism nonweapon proficiency can create magical herbal brews (The Complete Druid's Handbook p. 103)

Dusts, Powders, and Solvents

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Dust initiative and disrupt information
  • Miscellaneous magical items have an initiative modifier: +3, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • Miscellaneous magical items do not require concentration and therefore usually cannot be disrupted (Sage Advice #157 p. 25 + Sage Advice #214 p. 78)

Miscellaneous Magical Items

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Miscellaneous magical items initiative and disrupt information
  • Miscellaneous magical items have an initiative modifier: +3, unless stated otherwise (PHB p. 125 / DMG p. 79)
  • Rings, weapons, armor, and miscellaneous magical items generally have very short command words and therefore usually cannot be disrupted (Sage Advice #157 p. 25 + Sage Advice #214 p. 78)
Fabricating Magical items Wizards
  • Gain the potential to create other magical items at 11th level, if he has the spells (DMG p. 117)
Priests
  • Gain the potential to create other magical items at 11th level (DMG p. 117)

Rods, Staves, and Wands

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Rod, Stave, and Wand initiative and disrupt information
  • Rods, Staves, and Wands have the following initiative modifiers unless the item description says otherwise (PHB p. 125 / DMG p. 196)
    • Rod: +1
    • Stave: +2
    • Wand: +3
  • If the optional command word rule is in use:
    • The majority of rods, staves, and wands can be disrupted. If rod, stave, or wand use is disrupted, the appropriate charges are expended and lost. (Sage Advice #157 p. 25)
    • Some rods, staves, and wands that are usable by non-spell-casters cannot be disrupted. (Sage Advice #157 p. 25)
  • If the optional command world rule is not in use, then rods, staves, and wands cannot be disrupted.

Scrolls

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Name Level Qty Speed Macro
Spell failure: %
Casting from Scrolls insert_scroll-casting.html
Scroll Spell Failure insert_scroll-spell-failure.html
Scribing Scrolls insert_scroll-scribing.html

Notes