Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Chest of Preserving (C)
common
FR-DC-DOBU-02-01 Hoard of the Death Dragon
FR-DC-DOBU-02-01 Hoard of the Death Dragon
Show
Notes:
Chest of Preserving
Wondrous item, common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.
This chest has the Delver property.
Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
Dread helm (C)
common
DC-PoA-CONMAR-05-Need an exscissorcism?
Show
Notes:
This helm is made from the skull of a white dragon wyrmling.
This fearsome helm makes your eyes glow red while you wear it.
This item is found in Xanathars Guide to
Wand of Pyrotechnics (C)
common
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Wand of Pyrotechnics (wand, common)
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.
This item is found in the Xanathar's Guide to Everything
This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns.
Instrument of Scribing (C, A)
common
DC-PoA-CONMAR-13 Finding Harthin
DC-PoA-CONMAR-13 Finding Harthin
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Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
This instrument is a flute made of whale bone.
Jannick’s Moontouched Scimitar (C)
common
FR-DC-CONMAR-XX Tomb of Honors
FR-DC-CONMAR-XX Tomb of Honors
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Notes:
Jannick’s Moontouched Scimitar
Weapon (Scimitar), Common
In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.
Jannick's reputation was so formidable in his time that he once caused an attacking Orc horde's retreat, simply by announcing his arrival. By brandishing the sword above your head, you can cause your voice to be heard for hundreds of yards.
War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.
Illuminators Tattoo (C)
common
Frozen North, cave
DDAL10-01 The Frozen North
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Notes:
Illuminator’s Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features
beautiful calligraphy, images of writing implements, and
the like.
Tattoo Attunement. To attune to this item, you hold the
needle to your skin where you want the tattoo to appear,
pressing the needle there throughout the attunement
process. When the attunement is complete, the needle
turns into the ink that becomes the tattoo, which appears
on the skin.
If your attunement to the tattoo ends, the tattoo vanishes,
and the needle reappears in your space.
Magical Scribing. While this tattoo is on your skin, you
can write with your fingertip as if it were an ink pen that
never runs out of ink.
As an action, you can touch a pierce of writing up to one
page in length and speak a creature’s name. The writing
becomes invisible to everyone other than you and the
named creature for the next 24 hours. Either of you can
dismiss the invisibility by touching the script (no action
required). Once used, this action can’t be used again until
the next dawn.
Boots of Winterlands (U, A)
uncommon
DC-PoA-CONMAR-14 Free Seal-Estate
DC-PoA-CONMAR-14 Free Seal-Estate
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Notes:
Wondrous Item, uncommon (requires attunement)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Notes: Resistance: Cold, Buff, Utility, Warding, Footwear
Rapier +1 (U)
uncommon
Lvl 5 item/trade Rasmus Sumsman, Pelt
Trade Log
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Notes:
+1 to attack and damage
Mithral Armor (U)
uncommon
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Pack of Smoke powder (U)
uncommon
SJ-DC-END-01-03 Caught in the Crossfire
SJ-DC-END-01-03 Caught in the Crossfire
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Notes:
Wondrous Item, Uncommon
Smokepowder is a magical explosive chiefly used to propel a bullet out of the barrel of a firearm. It is stored in airtight wooden kegs or tiny, waterproof leather packets. A packet contains enough smokepowder for five shots.
If smokepowder is set on fire, dropped, or otherwise handled roughtly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet. A successful DC 12 Dexterity saving throw halves the damage.
Casting dispel magic on smokepowder renders it permanently inert. This item is found in Waterdeep: Dragon Heist.
Splint armor +1 (U)
uncommon
DDEX1-12 Raiders of the Twilight Marsh
DDEX1-12 Raiders of the Twilight Marsh
Show
Notes:
This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs.
Psi Crystal (U, A)
uncommon
DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines
DC-PoA-CONMAR-01 Something Sinister
Show
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
Psi Crystal Properties
Intelligence Score
Range of Telepathy Light intensity
3-7 15 Feet Dim light out to a range of 5 feet
8-11 30 feet
Bright light in a 5-foot radius and
dim light for an additional 5 feet
12-15 60 feet
Bright light in a 10-foot radius and
dim light for an additional 10 feet
16 or higher 120 feet
Bright light in a 15-foot radius and
dim light for an additional 15 feet
Cloak of the Manta Ray (U)
uncommon
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
DC-PoA-CONMAR-12 Strike-Out in Skrållahie
Show
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon)
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
This item is found in the Basic Rules.
This cloak is made from a spotted goat skin with the fur still on.
Mirror of the past (R)
rare
DC-POA-CONMAR-18: The Nightshade Sinners
DC-POA-CONMAR-18: The Nightshade Sinners
Show
Notes:
Mirror of the past
Wondrous Item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
This item is found in Tales from the Yawning Portal.
The rim of this circular mirror is engraved with Draconic letters, which spells out the following sentence in Loross: “Look into me, and I will show you what has been.”
Bracers of Defense (R-A)
rare
FR-DC-BMK-02 Phandelver and the Blood Moon Crypts
FR-DC-BMK-02 Phandelver and the Blood Moon Crypts
Show
Notes:
BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence.
Silver Horn of Valhalla (R)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Silver Horn of Valhalla
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
d100 Horn Type Berserkers Summoned Requirement
01-40 Silver 2d4+2 None
41-75 Brass 3d4+3 Proficiency with all simple weapons
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial weapons
Rod of the Pact Keeper +2 (R-A)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
Rod of the Pact Keeper +2
Rod, rare (requires attunement by a warlock)
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
1 rare item (R)
rare
DDHC-KGV-11 Affair on the Concordant Express
DDHC-KGV-11 Affair on the Concordant Express
Show
Notes:
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE).
Hellrider's Badge - Klysandral's Champion (R-A)
rare
DDEP09-02 Hellfire Requiem (Tier 2)
DDEP09-02 Hellfire Requiem (Tier 2)
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Notes:
Hellrider's Badge - Klysandral's Champion
Wondrous Item, rare (requires attunement by someone designated by Duke Ulder Ravengard)
A Hellrider’s Badge is only usable by a member of the Hellriders, and thanks to your efforts during Klysandral’s funeral and the subsequent escape from Avernus you have been awarded honorary membership by Duke Ulder Ravengard himself. This badge marks you as a lieutenant in the Hellriders.
While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself.
Special
If you wish to take the Hellriders or Flaming Fist as your faction, you may do so. Additionally, this badge is made from the bones of Klysandral himself, counts as a holy reliquary, and may be used as a holy symbol of Torm if needed.
Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem.
Gem of Seeing (R-A)
rare
DDAL09-05 Faces of Fortune
DDAL09-05 Faces of Fortune
Show
Notes:
Gem of Seeing
Wondrous Item, rare (requires attunement)
While looking through this unusual cut-gemstone monocle, the wearer can perceive the relative value of an item to its owner (monetary, sentimental, or otherwise).
This gem has 3 charges. As an action, you can speak the gem’s command word and 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.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Chest of Preserving (C) | common | FR-DC-DOBU-02-01 Hoard of the Death Dragon | FR-DC-DOBU-02-01 Hoard of the Death Dragon | Show | ||
|
Notes:
Chest of Preserving This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds. This chest has the Delver property. Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. |
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| Dread helm (C) | common | DC-PoA-CONMAR-05-Need an exscissorcism? | Show | |||
|
Notes:
This helm is made from the skull of a white dragon wyrmling. |
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| Wand of Pyrotechnics (C) | common | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
|
Notes:
Wand of Pyrotechnics (wand, common) 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. This item is found in the Xanathar's Guide to Everything This wand looks like it once upon a time was a branch and got carvings that looks like a child tried to adorn it with animals, flowers and patterns. |
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| Instrument of Scribing (C, A) | common | DC-PoA-CONMAR-13 Finding Harthin | DC-PoA-CONMAR-13 Finding Harthin | Show | ||
|
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. This instrument is a flute made of whale bone. |
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| Jannick’s Moontouched Scimitar (C) | common | FR-DC-CONMAR-XX Tomb of Honors | FR-DC-CONMAR-XX Tomb of Honors | Show | ||
|
Notes:
Jannick’s Moontouched Scimitar |
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| Illuminators Tattoo (C) | common | Frozen North, cave | DDAL10-01 The Frozen North | Show | ||
|
Notes:
Illuminator’s Tattoo Tattoo Attunement. To attune to this item, you hold the If your attunement to the tattoo ends, the tattoo vanishes, Magical Scribing. While this tattoo is on your skin, you As an action, you can touch a pierce of writing up to one |
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| Boots of Winterlands (U, A) | uncommon | DC-PoA-CONMAR-14 Free Seal-Estate | DC-PoA-CONMAR-14 Free Seal-Estate | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) You have resistance to cold damage. Notes: Resistance: Cold, Buff, Utility, Warding, Footwear |
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| Rapier +1 (U) | uncommon | Lvl 5 item/trade Rasmus Sumsman, Pelt | Trade Log | Show | ||
|
Notes:
+1 to attack and damage |
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| Mithral Armor (U) | uncommon | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Mithral Armor Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t. |
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| Pack of Smoke powder (U) | uncommon | SJ-DC-END-01-03 Caught in the Crossfire | SJ-DC-END-01-03 Caught in the Crossfire | Show | ||
|
Notes:
Wondrous Item, Uncommon |
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| Splint armor +1 (U) | uncommon | DDEX1-12 Raiders of the Twilight Marsh | DDEX1-12 Raiders of the Twilight Marsh | Show | ||
|
Notes:
This fine suit of armor has dwarven runes etched upon it. The runes describe the glories of great battles in the North against orcs. The armor glows faintly when within 100 feet of orcs. |
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| Psi Crystal (U, A) | uncommon | DC-PoA-CONMAR-01 Something Sinister, Thermalaine mines | DC-PoA-CONMAR-01 Something Sinister | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement by a creature with an Intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table). Psi Crystal Properties Range of Telepathy Light intensity 8-11 30 feet dim light for an additional 5 feet 12-15 60 feet dim light for an additional 10 feet 16 or higher 120 feet dim light for an additional 15 feet |
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| Cloak of the Manta Ray (U) | uncommon | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | DC-PoA-CONMAR-12 Strike-Out in Skrållahie | Show | ||
|
Notes:
Cloak of the Manta Ray (Wondrous item, uncommon) While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action. This item is found in the Basic Rules. This cloak is made from a spotted goat skin with the fur still on. |
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| Mirror of the past (R) | rare | DC-POA-CONMAR-18: The Nightshade Sinners | DC-POA-CONMAR-18: The Nightshade Sinners | Show | ||
|
Notes:
Mirror of the past |
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| Bracers of Defense (R-A) | rare | FR-DC-BMK-02 Phandelver and the Blood Moon Crypts | FR-DC-BMK-02 Phandelver and the Blood Moon Crypts | Show | ||
|
Notes:
BRACERS OF DEFENSE Wondrous Item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so. Flavour: Laughing’s cruelty echoes in the cold iron of this chain. It coils around one’s forearms and provides magical protection, but the chain’s touch taints the wearer’s thoughts with selfishness and malevolence. |
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| Silver Horn of Valhalla (R) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Silver Horn of Valhalla You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics from the Monster Manual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can’t be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn’s type determines how many berserkers answer its summons, as well as the requirement for its use. The DM chooses the horn’s type or determines it randomly. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. d100 Horn Type Berserkers Summoned Requirement |
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| Rod of the Pact Keeper +2 (R-A) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
Rod of the Pact Keeper +2 While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. |
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| 1 rare item (R) | rare | DDHC-KGV-11 Affair on the Concordant Express | DDHC-KGV-11 Affair on the Concordant Express | Show | ||
|
Notes:
1 rare magic item off you choice from Dungeon Master’s Guide (DMG), Tasha’s Cauldron of Everything (TCE), or Xanathar’s Guide to Everything (XGE). |
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| Hellrider's Badge - Klysandral's Champion (R-A) | rare | DDEP09-02 Hellfire Requiem (Tier 2) | DDEP09-02 Hellfire Requiem (Tier 2) | Show | ||
|
Notes:
Hellrider's Badge - Klysandral's Champion While wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield. If the badge is more than 5 feet away from you for more than one minute, it vanishes and harmlessly reappears on a surface within 5 feet of Duke Ravengard. While holding the badge, the Duke know your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended. As an action, the Duke can touch the badge and end your attunement to it, as he has been granted this power by Elturel despite not being a Hellrider himself. Special Despite its rarity, the Hellrider’s Badge can be equipped by anyone that has it earned it via playing DDEP09-02 Hellfire Requiem. |
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| Gem of Seeing (R-A) | rare | DDAL09-05 Faces of Fortune | DDAL09-05 Faces of Fortune | Show | ||
|
Notes:
Gem of Seeing This gem has 3 charges. As an action, you can speak the gem’s command word and 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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