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Firefly Jar
wondrous item, uncommon
This glass jar contains a dozen tiny fireflies that emit a soft light of various colors. The jar can be opened and closed by twisting the lid. The fireflies are harmless and do not need to be fed or cared for.
Illumination
While the jar is closed, it emits dim light in a 15-foot radius. As an action, you can shake the jar to increase its brightness. The jar then emits bright light in a 15-foot radius and dim light for an additional 15 feet for 1 minute. Once this effect ends, you can't use it again until the next dawn.
Release the Fireflies
As an action, you can open the jar and release all the fireflies. They will fly around the jar and illuminate a 30-foot radius with bright light and an additional 30 feet with dim light for 1 minute, then return to the jar. At the end of the minute, roll a d10. On a 1, the fireflies disperse and do not return and the jar becomes a mundane item.
Illustration: AI generated by Timmmi
Firefly Jar
wondrous item, uncommon
This glass jar contains a dozen tiny fireflies that emit a soft light of various colors. The jar can be opened and closed by twisting the lid. The fireflies are harmless and do not need to be fed or cared for.
Illumination
While the jar is closed, it emits dim light in a 15-foot radius. As an action, you can shake the jar to increase its brightness. The jar then emits bright light in a 15-foot radius and dim light for an additional 15 feet for 1 minute. Once this effect ends, you can't use it again until the next dawn.
Release the Fireflies
As an action, you can open the jar and release all the fireflies. They will fly around the jar and illuminate a 30-foot radius with bright light and an additional 30 feet with dim light for 1 minute, then return to the jar. At the end of the minute, roll a d10. On a 1, the fireflies disperse and do not return and the jar becomes a mundane item.
Firefly Jar
wondrous item, rare
This glass jar contains a dozen tiny fireflies that emit a soft light of various colors. The jar can be opened and closed by twisting the lid. The fireflies are harmless and do not need to be fed or cared for.
Illumination
While the jar is closed, it emits dim light in a 15-foot radius. As an action, you can shake the jar to increase its brightness. The jar then emits bright light in a 15-foot radius and dim light for an additional 15 feet for 1 minute. Once this effect ends, you can't use it again until the next dawn.
Release the Fireflies
As an action, you can open the jar and release all the fireflies. They will fly around the jar and illuminate a 30-foot radius with bright light and an additional 30 feet with dim light for 1 minute, then return to the jar. At the end of the minute, roll a d10. On a 1, the fireflies disperse and do not return and the jar becomes a mundane item.
Firefly Fire
While the jar is open, you can use an action to command the fireflies to attach themselves to hostile creatures within the area. They must make a dexterity saving throw (DC 15) or be under the effect of the spell for 1 minute.
Firefly Jar
wondrous item, very rare
This glass jar contains a dozen tiny fireflies that emit a soft light of various colors. The jar can be opened and closed by twisting the lid. The fireflies are harmless and do not need to be fed or cared for.
Illumination
While the jar is closed, it emits dim light in a 15-foot radius. As an action, you can shake the jar to increase its brightness. The jar then emits bright light in a 15-foot radius and dim light for an additional 15 feet for 1 minute. Once this effect ends, you can't use it again until the next dawn.
Release the Fireflies
As an action, you can open the jar and release all the fireflies. They will fly around the jar and illuminate a 30-foot radius with bright light and an additional 30 feet with dim light for 1 minute, then return to the jar. At the end of the minute, roll a d10. On a 1, the fireflies disperse and do not return and the jar becomes a mundane item.
Firefly fire
While the jar is open, you can use an action to command the fireflies to attach themselves to hostile creatures within the area. They must make a dexterity saving throw (DC 17) or be under the effect of the spell for 1 minute.
Dazzle
When the Jar is open, you can use a bonus action to command the fireflies to produce a dazzling flash of light. Each creature that can see the fireflies must make a Wisdom saving throw (DC 17). On a failed save, the creature becomes charmed for 1 minute as if they were under the effect of the spell. While charmed, the creature is incapacitated and has a speed of 0.
Once you use this feature, you can't use it again until the next dawn.