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07:17, 27th April 2024 (GMT+0)

Jack

https://donjon.bin.sh/5e/spells/

The DC for spells on scrolls NOT on your list is to make a spellcasting stat check with proficiency bonus (if you're at least a 1st level caster) with a DC of 10+spell level. If the spell is one that is ON your spellcasting list but a higher level than you can cast, same check... if it is BOTH not on your list AND above your level, then the check is made with disadvantage

Rituals don't take a spell slot, but take an extra minute to cast must be cast at minimum level but you can cast it as often as you want

Acquired 1st level ritual books (Unseen Servant, Identify, Detect Poison and Disease) and 2nd Level Ritual Books (Silence, Locate Animals or Plants)
The following are on Lapel Pins unless otherwise noted:
 Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience. The wearer gains advantage on saving throws to resist any magical compulsion that would force the user to undertake such an act. (25 gp)

 Eavesdropping  While the user maintains concentration on this effect, she can hear all speech taking place within 25 feet of her as though it were spoken at normal volume right next to her. This power allows the user to hear whispering as normal talk; even thick walls won’t keep her from hearing what is said. The power does not allow comprehension of languages or codes not already understood. It has no effect on speech that comes to the user at a volume already as loud as normal. (75 gp)

Expression Making (Hurpadurp face) This item has one humanoid facial expression associated with it. The item has 3 charges dedicated to this minor power and regains all its expended charges daily at dawn. (If the last of these charges is ever expended, the item has a 5% chance that the associated expression changes to another determined by the Dungeon Master, usually an opposite expression.) While in contact with the item, the user can use an action and expend 1 charge to make a humanoid target within 30 feet take on the facial expression associated with this minor power for 1 minute. The target can avoid the effect with a successful DC 10 Charisma saving throw. (50 gp)

 Glittery Hope  The item can be used as a spellcasting focus for bard spells. The wielder can use an action to cast any unknown bard cantrip by making a DC 10 Intelligence (Arcana) check. If the check fails, the spell fails, and the action is wasted. Such a casting cannot be attempted again until after finishing a long rest. (75 gp, requires attunement by a bard)

 Guardian The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. (75 gp) A more potent version also grants the wearer a +2 bonus on any Wisdom (Perception) check that, if failed, would result in the user being surprised during the first round of combat. (100 gp)

 Jinxing The user can spend a reaction to impose a 1-point penalty on an attack roll made against her. Once this effect is used, it cannot be used again until the next sunset. (25 gp) A stronger version gives 1 temporary hit point the item’s user if the attack fails. (75 gp) (get a couple of the cheap ones)

 Juggling The user can place up to 3 small objects into close (1-foot) proximity with the item. The objects will stay in place, hovering, until the user removes them. Viable objects weigh less than 1 pound; they are things like a dagger, a potion, or a deck of cards. Usually this juggling effect only applies to one area in relation to the magic item; the space at the top of a staff or the front of a breastplate. This can be a useful way to hold and change tools while working on a project, or to carry something the user doesn’t want to keep touching. The user can cause the objects to slowly move in place, orienting them however desired. (35 gp)

 Language  The bearer can speak and understand a specific language. (50 gp) A more potent version also allows reading and writing of that language. (75 gp) (Get 1 for each major language) [Druidic and Thieve's Cant aren't available for purchase and Deep Speech and Undercommon are the same language]

Dwarvish, Elvish, Gnomish, Halfling, Orc, Abyssal, Celestial, Draconic, Deep Speech/Undercommon (same language), Infernal, Primordial, Sylvan

 Limited Darkvision This lets the user see areas of darkness as dimly lit within 30 feet. (50 gp) A stronger version also lets the user see areas dimly lit as brightly lit within 30 feet. (100 gp)

 Mechanaut! (Got 5!) This item contains tiny interlocking gears that create faint whirring and clicking sounds. It draws power from Mechanus, the plane of clockwork predictability. When the user makes an attack roll with the item, she can forego rolling the d20 to get a 10 on the die. (50 gp) Alternately, the effect can apply to any attack the user makes. (100 gp) Once used, this property can’t be used again until the next dawn.

 Mimic  This item allows the wearer to vary her voice to better mimic others. The wearer has a +2 bonus to Charisma (Deception) checks to pass off her disguised voice. (50 gp)

 Opposing (Got 2, one for Giant and one for Dragon) The item protects the user against the supernatural powers of a general creature type (100 gp), or a specific member of that creature type (50 gp). Humanoids are too numerous and varied to be affected generally; they can only be the subject of this special property as a specific race. The user gets advantage on saving throws against the affected creatures’ powers. This does not affect spellcasting, but it does affect supernatural powers that duplicate spells. For example, a wearer would receive advantage to saving throws against a dragon’s breath weapon and fear aura, but not its spellcasting. After this power has been invoked twice, it cannot be used again until after a long rest.

 Proud  The item instills feelings of great pride in the user. She has advantage on saving throws to resist magical compulsions that would force her to yield her pride, including surrendering or dropping her weapons. (25 gp)

 Sure Breath The user can spend 1 Hit Die to end the diseased condition on herself if it was magically-imposed. Once this power has been used, it cannot be used again until the next dawn. (50 gp)

 Sure Joints The user can spend 1 Hit Die to end the paralyzed condition on herself if it was magically-imposed. Once this power has been used, it cannot be used again until the next dawn. (75 gp)

 Sure Sight The user can spend 1 Hit Die to end the blinded condition on herself if it was magically-imposed. Once this power has been used, it cannot be used again until the next dawn. (75 gp)

 Sweet Dreaming  The item allows the user to gain the benefits of a long rest with 1 less hour than she would normally require. Neither is the user subject to the ravages of nightmares; while she does dream, it will not affect her rest or her state of wakefulness the next day. (50 gp)

 Waking  The user’s Wisdom (Perception) checks are not penalized due to being asleep. (50 gp) The user of a more potent version can choose to wake up if any creature of Small or larger size moves next to her sleeping form; she wakes instantly, as though shaken, and is not surprised if this is the first round of combat. (100 gp)

 War Leader The bearer can use an action to cause her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. (25 gp) A better version projects the user’s voice into the minds of all persons within 300 feet who consider themselves to be under the user’s command in a military sense, preventing eavesdroppers or allowing orders to be issued stealthily at night. (100 gp)

The following is on a Set of gaming die (unless your wanting it on cards or a different game, assuming dice)
 Charlatan’s Device. This gaming set lets you control the outcomes you produce. A dice set comes up with whatever results you want. A card deck provides whatever card you want. You automatically win any “games of chance” played with this gaming set. (75 gp)

 Moving. The wearer can use a bonus action to move 5 feet. (50 gp)  The user may ignore difficult terrain for this movement (+25 gp)

 Fire Guard. Fire damage inflicted on the wearer is reduced by 1. (40 gp)

 Waterborne  This item floats on water and other liquids. (15 gp) A stronger version also gives its bearer advantage on Strength (Athletics) checks to swim. (45 gp)

 Temperature-Controlling The bearer suffers no harm in temperatures as cold as –20 degrees or as warm as 120 degrees Fahrenheit. Treat temperatures as 20 degrees milder for her. (35 gp)

The following two are Added to Jack's weapon:
 Song Craft Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. (15 gp) A rarer version sings a song of warning, describing details of the foe. The user gets advantage on any lore role to remember information about the target’s weaknesses. (85 gp)

 walloping  This melee weapon knocks prone a Medium or smaller creature when it hits, unless the target succeeds on a DC 10 Strength saving throw. (100 gp)



Jack, Lv9 Changeling Bard (College Of Lore)
Alignment: Chaotic Good.

Initiative: +3   Speed: 30 Ft   Vision: Normal
HP: 4853  Hit Dice: 9/910 1d8+0(CON)
AC: 17 (+1 Studded Leather+cloak)
Prof Bonus: +3
Save Throw Profs: DEX(3+3+1= 7) CHA (3+5+1= 9)
Melee Mod: 4+3= +7 Dex To-Hit, +3 DMG
Ranged Mod: 4+3= +7 Projectile. 4+0= +4 Thrown.
SpellDC: [8+Prof(4)+CHA(5)]= 17
Spellcasting Focus: Instruments.
Bardic Inspiration: 5/5 d8 d10.


Armor Prof: Light.
Weapon Prof: Simple Weapons. Shortsword. Longsword. Rapier. Hand Crossbow.
Tool Prof: Lute. Harmonica. "Singing".  Thief Tools. Forgery Kit.
Trained Skills:  Deception*(13). Insight(4). Intimidate(9). Nature(4). Perception(4). Performance*(13). Persuasion(7). Slight Of Hand(7). Stealth(7).
*Double Prof bonus.
Languages: Common. Goblin. Giant.

Base Stats.
STR 11(+0)  DEX 16(+3)  WIS 10(+0)
CON 10(+0)  INT 10(+0)  CHA 20(+5)


Bard Perks: As a bonus action on your turn, with words or music inspire an ally within 60 feet (12 tiles) who can hear you. They gain one inspiration die.
Once within 10 minutes, the target can roll the Insp die and add the number to one ability check, attack roll, or save throw.  They are allowed to wait until after seeing their main roll, but must use it before the GM says you succeeded or not.  A creature can only have one inspiration at a time.
  Inspiration Dice: You have your CHA(5) in Inspiration die (Minimum 1).  d6/d8/d10/d12, at levels 1/5/10/15.

 INSPIRING LEADER
Prerequisite: Charisma 13 or higher
Vou can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier.
A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

Ritual Casting: Lets you use the Ritual version of Bard spells you know with the Ritual tag.

Bardic Inspiration:

Jack Of All Trades (Lv2): Add half your prof rounded down (2) to skills you are not proficient with.

Song Of Rest (Lv2):  If you perform during a Short Rest, you and any allies who can hear you if already healing during the short rest regain an extra 1d8 HP. (1d6/1d8/1d10/1d12, at Lv 2/9/13/17).

Expertise (Lv3): Pick two skills you are already proficient with. Your prof bonus doubles for those. (Pick two more at Lv 6, and Lv 14).

Font Of Inspiration (Lv5): Your Bardic Inspirations now recharge on a short or long rest.

  College Of Lore (Lv3):

Bonus Proficiencies (Lv3): Gain prof with any three skills.  Insight. Nature. Perception.

Cutting Words (Lv3): Target; Within 60 Feet (12 tiles), a creature you can see. When they make an Attack roll, Ability check, or save throw, you may expend an inspiration die as a reaction. Reduce their roll by the Inspiration Die amount.  You can do this after the enemy roll is made, but BEFORE the GM says it succeeds or fails.
Target is IMMUNE if: Can't hear you. Immune to charm.

A d d i t i o n a l M a g i c a l S e c r e t s
At 6th level, you learn two spells of your choice from any
class. A spell you choose must be of a level you can cast,
as shown on the Bard table, or a cantrip. The chosen
spells count as bard spells for you but don’t count
against the number of bard spells you know.

BG: Entertainer (Edited):
Origin: Bardy person.
Feature; By Popular Demand:  Perform at establishments for Modest or comfortable food/lodging for yourself, as long as you perform every night.  If you do so, Locals will recognize you as "That guy who played that thing".
Skill Training: Slight Of Hand. Stealth.
Tool Prof: Thief tools. Forgery kit.

Traits: ???
Ideals: ???
Bond: ???
Flaw: ???

Armor: +1 Glamoured Studded Leather 1+12+3(DEX)= 16.

Weapons:
Thunder Bolt (Light Crossbow, Uncommon).
Thunderbolt Translation (Full 500 word Seth description on request):
+1 Light Crossbow, with +1 Bayonet (1d6). +1d4 Thunder bolt damage for Ranged.  +1d4 Lightning for Melee.
Still has the Loading, Two-handed properties (And Finesse for bayonet).
Calculations:  Ranged; +7 To-Hit, 1d8+1d4(Thun)+4 DMG.
Melee; +7 To-Hit, 1d6+1d4(Lit)+4 DMG.
Special:  Ranged: Makes it's own ammo if needed (vanishes after attack resolved).
Melee: Advantage vs metal armor or metal armor (perhaps also metal constructs?). On hit, Target can't take reaction until start of their next turn.

5th Ed Loading: In 5th Ed, loading means only allowed one ammo shot per action, bonus, or reaction used.
This is why Crossbows are good for (most) Bards and rogues, bad for fighters or rangers with multiple attacks per action.

Silver Rapier. 1d8 Pierce. Finesse. Silver.
x5 Dagger. 1d4 pierce. Finesse. light. thrown (20/60).
Light Crossbow (40 bolts): 1d8 pierce. Loading. Two-handed. 80/320 range.
Loading: Misleading keyword, that means "This is slow to load, you are only allowed to fire one piece of ammo regardless of how many attacks you get."

Quiver of Ehlonna and 20 +1 Bolts

Cantrips:
Mage Hand, Prestidigitation, Friends

Magic Combat Gear:
Fill this in Chris.

Arye Archlute (Rare): This is a rare item rarity variation of the Instrument of the Bards, and isn’t named after a legendary bard college. This item requires attunement and anyone attempted to play the instrument without being attuned must succeed on a DC 15 Wisdom saving throw or suffer 2d4 psychic damage. It only takes an action to play the instrument and cast one of its spells, but the specific spell can’t be cast again until the next dawn. The spells use your spellcasting ability and spell save DC. Additionally a bard may use this item as a spell focus with a +1 to spell attack rolls and save DCs. Furthermore, when used to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This applies whether the user is using the instrument as the source of the spell or as a spellcasting focus. Once per day the following spells can be cast from the Arye Archlute: Fly, Invisibility, Levitate, Protection from Evil and Good, Warding Wind*, Dust Devil*, Silence, & Gust of Wind.
(* = Spell is in the E.E. Player's Companion)

[Attune] Cloak Of Displacement + Cloak Of Protection (Combined. Rare worth 4,000gp).

Other Magic Gear:
[Attune]Hat Of Disguise (Uncommon).
Greater Quickdraw Belt (Uncommon).
Haversack (Uncommon).

x1 Scroll of animal speech. Comprehend Languages, Cure Wounds and Faerie Fire

Wish List

Spoiler text: (Highlight or hover over the text to view)
Animal Friendship Bane Charm Person Detect Magic Disguise Self Dissonant Whispers Feather Fall Healing Word Heroism Identify Illusory Script Longstrider Silent Image Sleep Speak with Animals Tasha’s Hideous Laughter Thunderwave Unseen Servant


Equipment:

  Kits; Explorer's Pack; Backpack, Bedroll, Mess Kit, Tinderbox, Torches(10), Rations(10), Waterskin, Rope(50ft).
  Healer's Kit; 10 Charges, stabilize Dying without a skill check.
  Climber's Kit; Duh.

Containers; Component pouch. Bolt Case x2 (holds 40 total).

Lighting;

Tools; thief tools. Forgery kit.

Food;

Misc; x2 Potions Of Healing.

Money: CASH (442 GP spent, in quick mundane purchases by Will. 100 of that because I silvered the Rapier).

Leveled Spells:


Spells: (3 cantrips known, 8 spells Known)
Lv 0 (-): Mage Hand, Prestidigitation, Friends
Lv 1 (4 slots):
Lv 2 (3 slots):
Lv 3 (3 slots):
Lv 4 (3 slots):
lv 5 (1 slot):

LEVEL 1:

1) Bane (1 action, range 30, Duration Concentration 1 min, V,S,M)
1 to 3 creatures Cha save each turn. Failed save: Subtract 1d4 from attack or save (but not save v this spell). Higher spell slot = 1 more target allowed.

2) Charm Person (1 action, range 30, Duration 1 hour, V,S)
Wis save or humanoid becomes friendly acquaintance. Advantage on save if attacked by you or your allies. Higher spell slot = 1 more target allowed.
Replaced with Charm Monster/

2) Heal Wounds

3) Heroism (1 action, touch, Duration Concentration 1 min, V,S)
Willing creature gains immunity to frightened and gains thp = your spellcasting mod at start of each turn.

LEVEL 2:

4) Enhance Ability (1 action, touch, Duration con 1 min, V,S,M)
Bear's Endurance: The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull’s Strength: The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat’s Grace: The target has advantage on Dexterity
checks. It also doesn’t take damage from falling 20 feet
or less if it isn’t incapacitated.
Eagle’s Splendor: The target has advantage on Charisma checks.
Fox’s Cunning: The target has advantage on Intelligence checks.
Owl’s Wisdom: The target has advantage on Wisdom checks.
Higher spell slot = 1 more target allowed.

5) Invisibility (1 action, touch, Duration con 1 hour, V,S,M)
Target is invis until they attack or cast a spell
Higher spell slot = 1 more target allowed.

LEVEL 3:

6) Major Image (1 action, range 120, Duration con 10 min, V,S,M)
Completely believeable illusion until touched. Up to 20 foot cube in size.

7) Tongues (1 action, touch, Duration 1 hour, V,M)

8) Bestow Curse
owl familiar to deliver the touch attack.
 You touch a creature, and that creature must succeed
on a Wisdom saving throw or become cursed for the
duration of the spelL When you cast this spell, choose
the nature of the curse from the following options:
-Choose one ability score. While cursed, the target
has disadvantage on ability checks and saving throws
made with that ability score.
-While cursed, the target has disadvantage on attack
rolls against you.
-While cursed, the target must make a Wisdom saving
throw at the start of each of its turns. If it fails, it
wastes its action that turn doing nothing.
-While the target is cursed, your attacks and spells
deal an extra ld8 necrotic damage to the target.
A remove curse spell ends this effect. At the DM's
option, you may choose an alternative curse effect, but
it should be no more powerful than those described
above. The DMhas final say on such a curse's effect.

Mini Meteors
You create six tiny meteors in your space. They float in the air and orbit you for the spell’s duration. When you cast the spell—and as a bonus action on each of your turns thereafter—you can expend one or two of the meteors, sending them streaking toward a point or points you choose within 120 feet of you. Once a meteor reaches its destination or impacts against a solid surface, the meteor explodes. Each creature within 5 feet of the point where the meteor explodes must make a Dexterity saving throw. A creature takes 2d6 fire damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, the number of meteors created increases by two for each slot level above 3rd.

HASTE

LEVEL 4:

9) Polymorph Range: 60 feet  Duration: Concentration, up to 1 hour

Spoiler text: (Highlight or hover over the text to view)
4th-level transmutation Casting Time: 1 action Range: 60 feet Components: V, S, M (a caterpillar cocoon ) Duration: Concentration, up to 1 hour This spell transforms a creature that you can see within range into a new form. An unwilling creature must make a Wisdom saving throw to avoid the effect. A shapechanger automatically succeeds on this saving throw. The transformation lasts for the duration, or until the target drops to 0 hit points or dies. The new form can be any beast whose challenge rating is equal to or less than the target’s (or the target’s level, if it doesn't have a challenge rating). The target’s game statistics, including mental ability scores, are replaced by the statistics of the chosen beast. It retains its alignment and personality. The target assumes the hit points of its new form. When it reverts to its normal form, the creature returns to the number of hit points it had before it transformed. If it reverts as a result of dropping to 0 hit points, any excess damage carries over to its normal form. As long as the excess damage doesn’t reduce the creature’s normal form to 0 hit points, it isn’t knocked unconscious. The creature is limited in the actions it can perform by the nature of its new form, and it can’t speak, cast spells, or take any other action that requires hands or speech. The target’s gear melds into the new form. The creature can’t activate, use, wield, or otherwise benefit from any of its equipment.


10) Charm Monster (replaces Charm Person)

11) Greater Invisibility

LEVEL 5:

12) Animate Object


ARCHIVE:

Too situational
Feather Fall (1 reaction, range 60, Duration 1 min, V,M)
1 to 5 creatures fall at 60 feet per second and do not suffer fall dmg if they hit ground before spell ends.


Speak With Animals

lvl 2:
See Invis (1 action, self, Duration 1 hour, V,S,M)
Duh. Also, can see ethereal creatures.


This spell isn't as good as it seems:
 Crown of Madness (1 action, range 120, Duration con 1 min, V,S)
Wis save or be dominated. Target makes save throw each turn.

You have to give up your attack every turn

Great spell.  Pick up later:
7) Bestow Curse (1 action, touch, Duration con 1 min, V,S)
Wis save or be cursed.
• Choose one ability score. While cursed, the target
has disadvantage on ability checks and saving throws
made with that ability score.
• While cursed, the target has disadvantage on attack
rolls against you.
• While cursed, the target must make a Wisdom saving throw at the start of each of its turns. If it fails, it wastes its action that turn doing nothing.
• While the target is cursed, your attacks and spells
deal an extra 1d8 necrotic damage to the target.


A good boss killer, but bosses are rare and it's a WIS save


Elemental Evil Player's Companion Spell Descriptions for spells the Arye Archlute can cast:
Dust Devil
2nd-level conjuration
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a pinch of dust)
Duration: Concentration, up to 1 minute
Choose an unoccupied 5-foot cube of air that you can see within range. An elemental force that resembles a dust devil appears in the cube and lasts for the spell’s duration.
Any creature that ends its turn within 5 feet of the dust devil must make a Strength saving throw. On a failed save, the creature takes 1d8 bludgeoning damage and is pushed 10 feet away. On a successful save, the creature takes half as much damage and isn’t pushed.
As a bonus action, you can move the dust devil up to 30 feet in any direction. If the dust devil moves over sand, dust, loose dirt, or small gravel, it sucks up the material and forms a 10-foot-radius cloud of debris around itself that lasts until the start of your next turn.
The cloud heavily obscures its area.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increased by 1d8 for each slot level above 2nd.

Warding Wind
2nd-level evocation
Casting Time: 1 action
Range: Self
Components: V
Duration: Concentration, up to 10 minutes
A strong wind (20 miles per hour) blows around you in a 10-foot radius and moves with you, remaining centered on you. The wind lasts for the spell’s duration.
The wind has the following effects:
• It deafens you and other creatures in its area.
• It extinguishes unprotected flames in its area that are torch-sized or smaller.
• The area is difficult terrain for creatures other than you.
• The attack rolls of ranged weapon attacks have disadvantage if they pass in or out of the wind.
• It hedges out vapor, gas, and fog that can be dispersed by strong wind.



 BROOM OF FLYING
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

SONGS:
- chosen ones, dream evil https://www.youtube.com/watch?v=7k4uRKvSa0I
- angus mcfife, gloryhammer https://www.youtube.com/watch?v=86SMk70Y6k8
Acoustic: https://www.youtube.com/watch?v=PGNYx1SrUbM
- Power And Glory, chroming rose https://www.youtube.com/watch?v=SHr6Pzjws7Q
- http://www.songlyrics.com/gloryhammer/quest-for-the-hammer-of-glory-lyrics/
- http://www.metrolyrics.com/blood-of-heroes-lyrics-megadeth.html

instruments:  https://www.youtube.com/watch?v=oCYHMVlQezA

star driver:
https://s3.narvii.com/image/thnb2ixynqyxu6cxmqdwz7zvykjyg2go_hq.jpg
http://kawaii-mobile.com/wp-content/uploads/2012/01/Star-Driver.Takuto-Tsunashi.640x960-2.jpg
http://animediet.net/wp-content/uploads/2010/12/galactic_pretty_boy.jpg
https://s3.narvii.com/image/thnb2ixynqyxu6cxmqdwz7zvykjyg2go_hq.jpg

other:
http://img1.ak.crunchyroll.com/i/spire4/06112008/0/b/8/e/0b8e09a46a7bd0_full.jpg
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maybe some day:

 Unbreakable Umbrella This object of Medium size or smaller has a hardness of 10 and twice as many hit points as normal (minimum 10). (75 gp) Alternately, it is an object of Tiny size like an arrow or club, which cannot be broken. (100 gp) Neither of these benefits applies in an area of antimagic.

 Collapsing. With an action, the user can shrink the item to one-tenth of its normal size or return it from its shrunken state. The item’s weight remains unchanged. It will not revert from a shrunken state if in an area with insufficient room to do so. (50 gp)

Proficiency!  This weapon grants proficiency with itself to any wielder. It can be a simple weapon (250 gp) or a martial weapon (500 gp). Alternately, this is a very small device or object that can be transferred between weapons, stuck to one with a 10-minute process of attachment or installation. Only the item’s user can detach it (as an action); the connection even survives an area of antimagic. The item’s user is proficient with whatever weapon is attached to. (500 gp; this version requires attunement)
 Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. (15 gp) Alternately, the object is made of a costly material. (Additional value determined by the weight of material made from this costly component)

Projected Illusion  The item can create a harmless, illusory visual effect within 5 feet of the user while the user maintains concentration. Some versions create a specific illusion like an owl familiar on the user’s shoulder. (15 gp) Others produce multiple illusions of anything the user desires within the area. (55 gp) If the item is a musical instrument and used by a bard, the radius is increased to 15 feet while the instrument is played. (45 gp or 85 gp; these versions require attunement by a bard)
Restorative!  The user can spend an action to heal 1 hit point to herself or a touched target. Once used, this power cannot be used again until after a long rest. (50 gp)  (( i think we already have out of combat hp recovery covered ))
 Lightweight The item’s weight is reduced to no more than half its normal, within certain limits. The reduction is no greater than: 3 lbs. (15 gp), 10 lbs. (45 gp), or 25 lbs. (95 gp)
 Chromatic Mess After a successful hit with this weapon, the user may roll 1d6 and change the weapon’s damage to inflict damage of the following type based on that result: 1 = acid, 2 = cold, 3 = fire, 4 = lightning, 5 = poison, 6 = thunder. After using this effect twice, it may not be invoked again until the next dawn.  (50 gp)
 Key?  Whole pile of 'em.
 Detecting. The item indicates the presence of a general creature type, or a specific member of that creature type. Humanoids are too numerous and varied to be affected generally; they can only be detected as specific races. The range of the effect is 120 feet, and the indicator is a glow, a sound, or a smell when one or more of the offending beings are within the range. (50 gp) A version that alerts only the user is available, perhaps warming to the touch or issuing a sound heard only by the user (+25 gp), as is a version that extends the detection range to 180 feet (+25 gp).
 Dread Visage The item’s user takes on one or more dread aspects like sharp teeth or glowing red eyes. (15 gp)



1st level scrolls 6 that are not on bard list. (Snare? Ice Knife? Grease*, Magic Missile*)4 1st level ritual books (Unseen Servant*, Identify*, Ceremony? Detect Poison and Disease*)

2nd level 12 scrolls (Invisibility(covered by archlute, so...), Dragon’s Breath?(Sorc/Wiz) , Lesser Restoration*, Knock*, Cloud of Daggers?, Arcane Lock(Wiz)*, Mind Spike?, Protection from Poison(Not bard)*, Blur(not bard)*, Magic Weapon(eh..), Aganazzar’s Scorcher?, Shadow Blade?) and 3 ritual books (Silence*, Locate Animals or Plants*, Gentle Repose(not bard)*)

3rd level 6 scrolls (Fireball(not bard)*, Lightning Bolt(not bard)*, Tongues*, Remove Curse(not bard)*, Haste(for those days i have to skip the long rest before another major fight?), Mass Healing Word(not bard)*)and 2 ritual books (Tiny Hut*, Phantom Steed(nah))

4th level 8 scrolls
(Greater Invisibility*,  Wall of Fire(not bard...), Polymorph(for those really tough days?), Vitriolic Sphere?, Ice Storm(not bard)?, Evard’s Black Tentacles(not bard)*, Hallucinatory Terrain*, Mordenkainen’s Private Sanctum) and 1 ritual book (Divination(not bard.  nah))
5th level 5 scrolls (Animate Objects*, Synaptic Static?(is bard), Mass Cure Wounds*, Raise Dead*, Wall of Stone*) and 1 ritual book (Rary’s Telepathic Bond(covered by magic items))
6th level 4 scrolls (Chain Lightning, Heal, Programmed Illusion, True Seeing) and 1 ritual book (Forbiddance)

Cool look:  https://tamashii.jp/special/scm/saint_ex/img/201110_leo/photo_12.jpg