Robe of Useful Items — printable magic item

Wondrous Item

  • Wondrous item
  • Uncommon
  • No attunement
Robe of Useful Items [1/2]Wondrous Item · Uncommon
Robe of Useful Items [1/2]Wondrous Item
RarityUncommonAttun.NoProps

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:

• Bullseye Lantern (filled and lit) • Dagger • Mirror • Pole • Rope (coiled) • Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table.

1d100 Patch

01–08 Bag of 100 GP

Robe of Useful Items [2/2]Wondrous Item · Uncommon
Robe of Useful Items [2/2]Wondrous Item

09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP

16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself

23–30 10 gems worth 100 GP each

31–44 Wooden ladder (24 feet long)

45–51 Riding Horse with a Riding Saddle

52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself

60–68 4 Potions of Healing

69–75 Rowboat (12 feet long)

76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice)

1d100 Patch

84–90 2 Mastiffs

91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach

97–00 Portable Ram

Robe of Useful Items [1/2]
Wondrous Item
UncommonRarity
NoAttunement
Properties

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:

• Bullseye Lantern (filled and lit) • Dagger • Mirror • Pole • Rope (coiled) • Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table.

1d100 Patch

01–08 Bag of 100 GP

09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP

16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging

Wondrous item
Magic item card
Robe of Useful Items [2/2]
Wondrous Item
UncommonRarity
NoAttunement
Properties

itself

23–30 10 gems worth 100 GP each

31–44 Wooden ladder (24 feet long)

45–51 Riding Horse with a Riding Saddle

52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself

60–68 4 Potions of Healing

69–75 Rowboat (12 feet long)

76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice)

1d100 Patch

84–90 2 Mastiffs

91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach

97–00 Portable Ram

Wondrous item
Magic item card

A tent card folds in two: the name faces the players, the description faces you. This description is long: it continues on a second tent card rather than being cut. Print both.

This description is long: it continues on a second card rather than being cut. Print both.

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At a glance

Item type
Wondrous Item
Category
Wondrous item
Rarity
Uncommon
Attunement
No attunement

Full description

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches:

• Bullseye Lantern (filled and lit) • Dagger • Mirror • Pole • Rope (coiled) • Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table.

1d100 Patch

01–08 Bag of 100 GP

09–15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP

16–22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself

23–30 10 gems worth 100 GP each

31–44 Wooden ladder (24 feet long)

45–51 Riding Horse with a Riding Saddle

52–59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself

60–68 4 Potions of Healing

69–75 Rowboat (12 feet long)

76–83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice)

1d100 Patch

84–90 2 Mastiffs

91–96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach

97–00 Portable Ram

See also