Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Bag of Holding (U)
uncommon
DDHC-OotA Chapter 5: Neverlight Grove
DDHC-OotA Chapter 5: Neverlight Grove
Show
Notes:
Wondrous Item, Uncommon
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Black Crystal Tablet (L-A)
legendary
Dungeon of the Mad Mage floor 22
Dungeon of the Mad Mage floor 22, session 59
Show
Notes:
Black Crystal Tablet
Wondrous item, legendary (requires attunement by a creature that has proficiency in the Arcana skill)
The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness.
As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Blessing of Protection
unique
Out of the Abyss
Out of the Abyss Chapter 6: Blingdenstone
Show
Boots of Speed (R-A)
rare
Out of the Abyss s5 (Droki)
Out of the Abyss s5
Show
Notes:
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Brazier of Commanding Fire Elementals (R)
rare
Out of the Abyss ch 14
Out of the Abyss ch 14
Show
Notes:
Wondrous Item, Rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn.
Cloak of Arachnida (VR-A)
very_rare
DDHC-OotA Chapter 17 Against the Demon Lords
DDHC-OotA Session 44 Chapter 17 Against the Demon Lords
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.
Poison Resistance. You have Resistance to Poison damage.
Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.
Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn.
Daern's Instant Fortress (R-A)
rare
Out of the Abyss ch 14
Out of the Abyss ch 14
Show
Dagger +1 (U)
uncommon
DDHC-OotA Chapter 2: Into the Darkness
DDHC-OotA Chapter 2: Into the Darkness
Show
Notes:
Dagger +1 (drow-made with a spider design on the hild)
Dagger +1 with spider filigree (U)
uncommon
DDHC-OotA Session 29 Chapter 12/13 Wormwrithings
DDHC-OotA Session 29 Chapter 12/13 Wormwrithings
Show
Dawnbringer [story item L-A]
legendary
Out of the Abyss s15
Out of the Abyss s15
Show
Notes:
Dawnbringer
Weapon (longsword), legendary (requires attunement by a creature of non-evil alignment)
Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn.
Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it.
Personality. Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
Decanter of Endless Water (U)
uncommon
Dungeon of the Mad Mage floor 22
Dungeon of the Mad Mage floor 22, session 58
Show
Eyes of Minute Seeing (U)
uncommon
DDHC-OotA Session 38 Chapter 15: The City of Spiders!
DDHC-OotA Session 38 Chapter 15: The City of Spiders!
Show
Notes:
Wondrous Item, Uncommon
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Flame tongue longsword (R-A)
rare
Out of the Abyss ch 9
Out of the Abyss ch 9
Show
Notes:
Weapon (Longsword), Rare (Requires Attunement)
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Folding boat (R)
rare
Out of the Abyss ch 15
DDHC-OotA Session 41 Chapter 16: The Fettid Wedding
Show
Notes:
Wondrous Item, Rare
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 a Magic action to use:
First Command Word. The box unfolds into a Rowboat.
Second Command Word. The box unfolds into a Keelboat.
Third Command Word. The Folding Boat folds back into a box if 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.
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.
Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.
Gem of Seeing (R-A)
rare
OOtA Chapter 13 Wormwrithings
OOtA Chapter 13 Wormwrithings
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Hewards Handy Haversack (R)
rare
Out of the Abyss ch 9
Out of the Abyss ch 9
Show
Notes:
Wondrous Item, Rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.
Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again.
Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or 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 and not behind Total Cover 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.
Horseshoes of Speed (R)
rare
Out of the Abyss ch 15
DDHC-OotA Session 41 Chapter 16: The Fettid Wedding
Show
Notes:
Wondrous Item, Rare
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.
While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
Ioun stone of Insight (VR-A)
very_rare
Dungeon of the Mad Mage floor 22
Dungeon of the Mad Mage floor 22
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Insight. Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Mace of smite (R)
rare
Dungeon of the Mad Mage floor 21
Dungeon of the Mad Mage floor 21
Show
Notes:
Mace of Smiting
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Morningstar +1 (U)
uncommon
AL Lvl 5
Out of the Abyss ch 6 Blingdenstone
Show
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Bag of Holding (U) | uncommon | DDHC-OotA Chapter 5: Neverlight Grove | DDHC-OotA Chapter 5: Neverlight Grove | Show | ||
|
Notes:
Wondrous Item, Uncommon This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Handy Haversack, Portable Hole, or 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 a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened. |
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| Black Crystal Tablet (L-A) | legendary | Dungeon of the Mad Mage floor 22 | Dungeon of the Mad Mage floor 22, session 59 | Show | ||
|
Notes:
Black Crystal Tablet The black crystal tablet is a legendary magic item that requires attunement by a creature that has proficiency in the Arcana skill. Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness. As an action, a creature attuned to the black crystal tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn. |
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| Blessing of Protection | unique | Out of the Abyss | Out of the Abyss Chapter 6: Blingdenstone | Show | ||
| Boots of Speed (R-A) | rare | Out of the Abyss s5 (Droki) | Out of the Abyss s5 | Show | ||
|
Notes:
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest. |
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| Brazier of Commanding Fire Elementals (R) | rare | Out of the Abyss ch 14 | Out of the Abyss ch 14 | Show | ||
|
Notes:
Wondrous Item, Rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can’t be used this way again until the next dawn. |
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| Cloak of Arachnida (VR-A) | very_rare | DDHC-OotA Chapter 17 Against the Demon Lords | DDHC-OotA Session 44 Chapter 17 Against the Demon Lords | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can’t be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can’t be used again until the next dawn. |
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| Daern's Instant Fortress (R-A) | rare | Out of the Abyss ch 14 | Out of the Abyss ch 14 | Show | ||
| Dagger +1 (U) | uncommon | DDHC-OotA Chapter 2: Into the Darkness | DDHC-OotA Chapter 2: Into the Darkness | Show | ||
|
Notes:
Dagger +1 (drow-made with a spider design on the hild) |
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| Dagger +1 with spider filigree (U) | uncommon | DDHC-OotA Session 29 Chapter 12/13 Wormwrithings | DDHC-OotA Session 29 Chapter 12/13 Wormwrithings | Show | ||
| Dawnbringer [story item L-A] | legendary | Out of the Abyss s15 | Out of the Abyss s15 | Show | ||
|
Notes:
Dawnbringer Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring from the hilt, or cause the blade to disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with Dawnbringer. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. While holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can't be used again until the next dawn. Sentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it. Personality. Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies. Long years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time. |
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| Decanter of Endless Water (U) | uncommon | Dungeon of the Mad Mage floor 22 | Dungeon of the Mad Mage floor 22, session 58 | Show | ||
| Eyes of Minute Seeing (U) | uncommon | DDHC-OotA Session 38 Chapter 15: The City of Spiders! | DDHC-OotA Session 38 Chapter 15: The City of Spiders! | Show | ||
|
Notes:
Wondrous Item, Uncommon These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range. |
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| Flame tongue longsword (R-A) | rare | Out of the Abyss ch 9 | Out of the Abyss ch 9 | Show | ||
|
Notes:
Weapon (Longsword), Rare (Requires Attunement) While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon. |
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| Folding boat (R) | rare | Out of the Abyss ch 15 | DDHC-OotA Session 41 Chapter 16: The Fettid Wedding | Show | ||
|
Notes:
Wondrous Item, Rare 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 a Magic action to use: First Command Word. The box unfolds into a Rowboat. Second Command Word. The box unfolds into a Keelboat. Third Command Word. The Folding Boat folds back into a box if 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. 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. Statistics for the Rowboat and Keelboat appear in the Player’s Handbook. If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed. |
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| Gem of Seeing (R-A) | rare | OOtA Chapter 13 Wormwrithings | OOtA Chapter 13 Wormwrithings | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn. |
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| Hewards Handy Haversack (R) | rare | Out of the Abyss ch 9 | Out of the Abyss ch 9 | Show | ||
|
Notes:
Wondrous Item, Rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or 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 and not behind Total Cover 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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| Horseshoes of Speed (R) | rare | Out of the Abyss ch 15 | DDHC-OotA Session 41 Chapter 16: The Fettid Wedding | Show | ||
|
Notes:
Wondrous Item, Rare These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet. |
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| Ioun stone of Insight (VR-A) | very_rare | Dungeon of the Mad Mage floor 22 | Dungeon of the Mad Mage floor 22 | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Insight. Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. |
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| Mace of smite (R) | rare | Dungeon of the Mad Mage floor 21 | Dungeon of the Mad Mage floor 21 | Show | ||
|
Notes:
Mace of Smiting You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or an extra 4d6 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. |
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| Morningstar +1 (U) | uncommon | AL Lvl 5 | Out of the Abyss ch 6 Blingdenstone | Show | ||