Dungeons & Dragons Pirate Loot

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PLUNDER, RIFLE, AND LOOT

6 Superior Healing Potion 10d4+20


Pirate's Life
Yo ho, yo ho, a pirate's life for me. WONDEROURS ITEM d8
We pillage plunder, we rifle and loot. 1 POCKET PIT A small black pearl that is cast on the
Drink up me 'earties, yo ho.
We kidnap and ravage and don't give a hoot.
ground using an Action. The pearl turns into a 5 foot wide,
Drink up me 'earties, yo ho.
ten foot deep pit when an enemy creature triggers it by
Yo ho, yo ho, a pirate's life for me. entering it's area. DC 20 DEX avoids the pit. Falling in
We extort and pilfer, we filch and sack. does 1d6 damage. (1 Use)
Drink up me 'earties, yo ho. 2 Iron Key Charges 1d4, Unlocks any lock. Crumbles to
Maraud and embezzle and even highjack. dust after last charge.
Drink up me 'earties, yo ho! 3 Steel Ring Stores 1d6 spells for future use. After last
spell uses, fades in puff of smoke
4 Durable Ring When you roll a Hit Die to regain hit
points, the minimum number of hit points you regain from
Armor d6 the roll equals twice your Constitution modifier.
5 Healer's Ring Has 1d8 gems. Consume 1 restores
1 LATHANDER'S KISS A golden bracelt that heals 2d6+4 hit points
2d4+2 as a Bonus Action. Can be used twice and then 6 Lucky Earring Gives 1d6 Luck Points. Whenever you
recharges after Long Rest. make an attack roll, an ability check, or a saving throw, you
2 Coif of Wound Closure A close-fitting hood made of can spend one luck point to roll an additional d20. You can
fine mithral chain. While you wear this coif, you stabilize choose to spend one of your luck points after you roll the
whenever you are dying at the start of your turn. In die, but before the outcome is determined. You choose
addition, whenever you roll a Hit Die to regain hit points, which of the d20s is used for the attack roll, ability check,
double the number of hit points it restores. or saving throw.
3 Hood of the Manta Ray This collar is made of supple 7 Efficent Quiver Each of the quiver’s three
black leather. While wearing this hood with its hood up, compartments connects to an extradimensional space that
you can breathe underwater, and you have a swimming allows the quiver to hold numerous items while never
speed of 60 feet. Pulling the hood up or down requires an weighing more than 2 pounds. The shortest compartment
action can hold up to sixty arrows, bolts, or similar objects. The
4 Tasset of Missile Snaring These metal kneepads seem midsize compartment holds up to eighteen javelins or
to sparkle in the sunlight. When a ranged weapon attack similar objects. The longest compartment holds up to six
hits you while you’re wearing them, you can use your long objects, such as bows, quarterstaffs, or spears
reaction to reduce the damage by 1d10 + your Dexterity 8
modifier. If you reduce the damage to 0, the missle hits
and sticks harmlessly in the tasset. This only works on TREASURE d6
missiles like arrows, darts, bullets, and other such
missiles of small or medium size. 1 Chest 600 copper coins, 110 silver coins, and 60 gold
5 Pauldron of True Strike Made of stiffened leather and coins
worn over the shoulder. Extends down to the elbow. As an 2 Small Jade Statuette of a frog with tiny golden orbs for
Action, you extend your hand and point a finger at a target eyes (40 gp).
in range. Your magic grants you a brief insight into the 3 Platinum ring (50 gp)
target's defenses. On your next 1d4 turns, you gain 4 Eye Patch made of black leather set with semiprecious
advantage on your first attack roll against the target, stones (50 gp).
provided that this spell hasn't ended. Use twice daily. 5 Pouch with 40 silver coins
6 Blessed Mask A soft leather mask. You bless up to 6 Staff of Defense
three creatures of your choice within range. Whenever a LOOT THE BODY d6
target makes an attack roll or a saving throw before the
spell ends, the target can roll a d4 and add the number 1 75 cp, 55 sp, 22 ep, 15 gp, and a Gold Earring set with
rolled to the attack roll or saving throw. Use twice daily. a tiny ruby (30 gp).
2 180 sp, 130 gp, and a silk pouch containing five
POTIONS d6 carnelians (10 gp each), two peridots (15 gp each), and one
1 Pouch with 2 Potions of Healing (2d4+2) pearl (100 gp)
2 Potions of Climbing 3 Scroll of charm person and a scroll of fireball.
3 Potion Alertness +5 bonus to initiative, 1 hour 4 Leather bag containing 35 sp, 20 ep, 20 gp, 5 pp, one
4 Potion of Blade Mastery +1 to hit, use Parry as a pearl (100 gp)
Reaction, 1 hour 5 55 cp, 75 sp, 22 gp
5 Potion of Defense If a creature hits you with a melee 6 Healing Potion (2d4+2)
attack, you can use your reaction to add your proficiency
bonus to your AC for that attack, potentially causing the
attack to miss you. 1 hour.
Superior Healing Potion

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