Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Belt of Fire Giant Strength (Attunement)
very_rare
Thanatos (Hayashi, 3319707135)
Trade Log
Show
Enlightenment
common
WBW-DC-MOM-01 One Moment
WBW-DC-MOM-01 One Moment
Show
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.
Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.
Minor Property (Language - Netherese: Loross*)
The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.
*As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.
Quirk (Metamorphic)
The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
Moon Sickle, +2 (Attunement)
rare
Thunderbird (Hayashi, 3319707135)
Trade Log
Show
Scorpion Armor (Attunement)
rare
Tomb of Annihilation
DDHC-DMM Dungeon of the Mad Mage F1
Show
Notes:
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
- The armor improves your combat readiness, granting you a +5 bonus to initiative as long as you aren't incapacitated.
- The armor doesn't impose disadvantage on your Dexterity (Stealth) checks.
- The armor doesn't impose disadvantage on saving throws made to resist the effects of extreme heat (see chapter 5 of the Dungeon Master's Guide).
- Curse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a Wish spell can remove the armor's curse.
Name ▲ | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Belt of Fire Giant Strength (Attunement) | very_rare | Thanatos (Hayashi, 3319707135) | Trade Log | Show | ||
Enlightenment | common | WBW-DC-MOM-01 One Moment | WBW-DC-MOM-01 One Moment | Show | ||
Notes:
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed. Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher. Minor Property (Language - Netherese: Loross*) *As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property. Quirk (Metamorphic) |
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Moon Sickle, +2 (Attunement) | rare | Thunderbird (Hayashi, 3319707135) | Trade Log | Show | ||
Scorpion Armor (Attunement) | rare | Tomb of Annihilation | DDHC-DMM Dungeon of the Mad Mage F1 | Show | ||
Notes:
This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
|
Unlocked Magic Items
Name ▲
Rarity
Tier
Location
Table
Result
Source
+1 Rapier
uncommon
1
Renown Reward
DDHC-RotF Rime of the Frostmaiden
Show
+1 Shield
uncommon
1
Renown Reward
Trade Log
Show
Amulet of Health (Attunement)
rare
2
Rime of the Frostmaiden
DDHC-RotF Rime of the Frostmaiden
Show
Amulet of Protection from Turning (Attunement)
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bag of Tricks (Tan)
uncommon
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger
Balance of Harmony
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Blade of the Medusa (Attunement) (Statblock)
very_rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Boots of Striding and Springing (Attunement)
uncommon
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Bracers of Defense (Attunement)
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
These bracers take the form of wide jade bead bracelets.
Dagger +1
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Dagger +1 'Rusty Dagger'
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This dagger looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.
Fabric of Time (Attunement)
rare
2
WBW-DC-MOM-01 One Moment
WBW-DC-MOM-01 One Moment
Show
Notes:
Wondrous item, rare (requires Attunement)
You have advantage on saving throws against spells while you wear this cloak.
This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact.
Minor Property (Guardian)
The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Quirk (Frail)
The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
Folding Boat
rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Galder's Pipe (Attunement)
rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast fog cloud as an action (1 charge).
You can cast misty step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Gambler's Blade (Attunement) (Statblock)
rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
Gray Bag of Tricks
uncommon
1
DDHC-RotF Rime of the Frostmaiden
DDHC-RotF Rime of the Frostmaiden
Show
Hat of Disguise (Attunement)
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
This hat is shaped like a ferret-faced, feathered mask.
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Heward's Hireling Armor (Attunement)
very_rare
2
DDAL00-06 Lost Laboratory of Kwalish
DDAL00-06 Lost Laboratory of Kwalish
Show
Notes:
A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Longsword +1 'Plantslayer'
rare
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
This longsword is made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Mace, +1
uncommon
2
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan
Show
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Name ▲ | Rarity | Tier | Location | Table | Result | Source | |
---|---|---|---|---|---|---|---|
+1 Rapier | uncommon | 1 | Renown Reward | DDHC-RotF Rime of the Frostmaiden | Show | ||
+1 Shield | uncommon | 1 | Renown Reward | Trade Log | Show | ||
Amulet of Health (Attunement) | rare | 2 | Rime of the Frostmaiden | DDHC-RotF Rime of the Frostmaiden | Show | ||
Amulet of Protection from Turning (Attunement) | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. |
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Bag of Tricks (Tan) | uncommon | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. d8 Creature 1 Jackal |
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Balance of Harmony | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. |
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Blade of the Medusa (Attunement) (Statblock) | very_rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour. A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. |
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Boots of Striding and Springing (Attunement) | uncommon | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. |
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Bracers of Defense (Attunement) | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. These bracers take the form of wide jade bead bracelets. |
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Dagger +1 | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Dagger +1 'Rusty Dagger' | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. This dagger looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical. |
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Fabric of Time (Attunement) | rare | 2 | WBW-DC-MOM-01 One Moment | WBW-DC-MOM-01 One Moment | Show | ||
Notes:
Wondrous item, rare (requires Attunement) This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) Quirk (Frail) |
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Folding Boat | rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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Galder's Pipe (Attunement) | rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: You can cast fog cloud as an action (1 charge). |
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Gambler's Blade (Attunement) (Statblock) | rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. |
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Gray Bag of Tricks | uncommon | 1 | DDHC-RotF Rime of the Frostmaiden | DDHC-RotF Rime of the Frostmaiden | Show | ||
Hat of Disguise (Attunement) | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
This hat is shaped like a ferret-faced, feathered mask. While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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Heward's Hireling Armor (Attunement) | very_rare | 2 | DDAL00-06 Lost Laboratory of Kwalish | DDAL00-06 Lost Laboratory of Kwalish | Show | ||
Notes:
A number of Kwalish's experiments were attempts to research the works of the legendary mage Heward, who first crafted what he named hireling armor. While wearing this armor, you gain a +1 bonus to AC. In addition, the armor's animated straps can assist with the drawing and sheathing of weapons, such that you can draw or stow two one-handed weapons when you would normally be able to draw or stow only one. This armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets' contents. Placing an object into one of the armor's pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing the armor inside an extradimensional space created by a bag of holding, a Heward's handy haversack, or a similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. |
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Longsword +1 'Plantslayer' | rare | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. This longsword is made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. |
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Mace, +1 | uncommon | 2 | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | DDHC-TYP Chapter 3: The Hidden Shrine of Tamoachan | Show | ||
Notes:
You have a +1 bonus to attack and damage rolls made with this magic weapon. |