Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tan Bag of Tricks
uncommon
Claiming of S11B Service Award
Show
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
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 that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. 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
Goddess Flare (Brooch of Shielding)
uncommon
SJ-DC-PHP-OJW-01 Hook, Line, And Scavver (Playtest)
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in Basic Rules, pg. 156.
This heavy brooch is inset with dark gemstones that glitter and sparkle like the stars in the darkest corners of the Astral plane whenever spell-light strikes it. It is mounted on platinum inlays with fine white-gold filigree tracing over the mounting surface. The largest stone has an unsightly crack running through it.
In the shadow of the double-eclipse, as Teodosiya lets out brilliantly blue flares, this message can be read twinkling from within the mysterious gemstones: “Hark! The goddess’ dawn cometh.” The rest of the message is indecipherable because of the crack on the brooch.
Fishing Waders (Clothes of Mending with flavor)
common
SJ-DC-PHP-OJW-01 Hook, Line, And Scavver (Playtest)
Show
Notes:
Wondrous Item, common
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Flavor: The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Burlap Cloak Nature's Mantle
uncommon
WBW-DC-JSH-LIB-01 Inter-library Interception
Show
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger)
This rough hewn burlap cloak bears a stain of dark shadow around the bearer’s heart. This cloak shifts color and texture to blend with the terrain surrounding you.
While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Spellwrought Tattoo (3rd level)
uncommon
Purchase Log
Show
Sovad’s Staff of Flying (Broom of Flying)
uncommon
Purchase Log
Show
Wildspace Orrery
uncommon
Purchase Log
Show
Wild Wind (Elemental Essence Shard - Air)
rare
SJ-DC-PHP-OJW-02 Master of the Helm
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Air. You can immediately fly up to 60 feet without provoking opportunity attacks.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
The crackling, cosmic riff of Ippodromo’s storm takes the form of a cosmic speeder, allowing them to ride away from enemies unhindered. The triumphant chorus “Gonna ride the whirlwind/It ain't dangerous enough for me” blares in the wake of the violent, cutting winds.
Photon Resonator (Horn of Silent Alarm)
common
SJ-DC-PHP-OJW-02 Master of the Helm
Show
Notes:
Wondrous Item, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
A simple, two-pronged metal acoustic resonator shaped like the letter U. When struck on a solid surface, it vibrates at a constant spellpitch so that only a specific creature would receive an alarm.
Driftwood Staff (Staff of Healing)
rare
CCC-DES-01-02 A Sanity Never Questioned
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim.
Mimir
rare
PS-DC-WLD-01 (playtest)
Show
Notes:
Wondrous item, rare (requires attunement)
5 lb.
This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils.
As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device.
The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you.
Esoteric Knowledge.
While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can't be used again until the next dawn.
Planar Knowledge.
The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master's Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands).
Harmonious. Attuning to this item takes only 1 minute.
Deck of Misclleany
uncommon
PS-DC-WLD-01 (playtest)
Show
Notes:
Wondrous item, uncommon
This wooden box contains a set of thirty-two parchment cards.
Deck of MiscellanyCard Item
3 ♦ Wooden abacus
4 ♦ Four vials of perfume
5 ♦ 5 days' worth of rations
6 ♦ Iron pot
7 ♦ Disguise kit
8 ♦ Window (up to 5 feet wide and 5 feet high), which you can place on a vertical surface up to 5 feet thick and which allows you to look through the surface
9 ♦ Manacles
10 ♦ Ten sheets of parchment
3 ♥ Three daggers
4 ♥ Four flasks of oil
5 ♥ Five silk robes
6 ♥ Forgery kit
7 ♥ Quarterstaff
8 ♥ Fishing tackle
9 ♥ Leather pouch containing 18 gp
10 ♥ 10 crossbow bolts
3 ♣ Three books, written in Common, about random historical events
4 ♣ Canvas tent
5 ♣ 50 feet of coiled silk rope
6 ♣ Two crowbars
7 ♣ Healer's kit
8 ♣ Eight gems worth 5 gp each
9 ♣ Lamp
10 ♣ 10 feet of iron chain
3 ♠ Three spears
4 ♠ Steel mirror
5 ♠ 15-foot wooden pole
6 ♠ Burlap sack
7 ♠ Two sets of fine clothes
8 ♠ Shovel
9 ♠ Light hammer
10 ♠ Ten arrows
The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table.
Dragontooth Dagge
rare
Trade Log
Show
Notes:
Weapon, rare
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
Selune's Moonstone (Astral Shard with Harmonious minor property)
rare
PS-DC-DDD A Devious Deva's Deduction
Show
Notes:
Wondrous Item, rare (requires attunement by a sorcerer)
This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
Flavor Text: This astral shard appears as a crescent lunar stone with a finely etched design of the Goddess Selune on one side.
Harmonious: Attuning to this item takes only 1 minute.
Clockwork Amulet (with minor Wicked property)
common
PS-DC-DDD A Devious Deva's Deduction
Show
Notes:
Clockwork Amulet with Wicked minor property
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.
Galder's Bubble Pipe
rare
The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1)
Show
Notes:
Wondrous Item, Rare (requires Attunement)
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.
Heward's Hireling Armor
very_rare
The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1)
Show
Notes:
Light Armor (Leather Armor), Very Rare (requires Attunement)
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.
Leather Golem Armor
rare
The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1)
Show
Notes:
Light Armor (Leather Armor), Rare (requires Attunement)
Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties:
Immutable Form. You are immune to any spell or effect that would alter your form.
Lightning Absorption. You gain resistance to lightning damage. Whenever you take lightning damage, you gain 5 temporary hit points.
Curse. This armor 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 armor. In addition, while you wear the cursed armor, you gain the following properties:
Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn.
Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are Incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Charisma (Persuasion) check.
Manual of Flesh Golems
very_rare
The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1)
Show
Notes:
Wondrous Item, Very Rare
Tan Bag of Tricks
rare
DDAL00-06 - The Lost Laboratory of Kwalish (Part 3: Monastery of the Distressed Body) (session 2)
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tan Bag of Tricks | uncommon | Claiming of S11B Service Award | Show | |||
Notes:
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. 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 that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. 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 |
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Goddess Flare (Brooch of Shielding) | uncommon | SJ-DC-PHP-OJW-01 Hook, Line, And Scavver (Playtest) | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. This item is found in Basic Rules, pg. 156. This heavy brooch is inset with dark gemstones that glitter and sparkle like the stars in the darkest corners of the Astral plane whenever spell-light strikes it. It is mounted on platinum inlays with fine white-gold filigree tracing over the mounting surface. The largest stone has an unsightly crack running through it. In the shadow of the double-eclipse, as Teodosiya lets out brilliantly blue flares, this message can be read twinkling from within the mysterious gemstones: “Hark! The goddess’ dawn cometh.” The rest of the message is indecipherable because of the crack on the brooch. |
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Fishing Waders (Clothes of Mending with flavor) | common | SJ-DC-PHP-OJW-01 Hook, Line, And Scavver (Playtest) | Show | |||
Notes:
Wondrous Item, common This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. Flavor: The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Burlap Cloak Nature's Mantle | uncommon | WBW-DC-JSH-LIB-01 Inter-library Interception | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement by a druid or ranger) This rough hewn burlap cloak bears a stain of dark shadow around the bearer’s heart. This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Spellwrought Tattoo (3rd level) | uncommon | Purchase Log | Show | |||
Sovad’s Staff of Flying (Broom of Flying) | uncommon | Purchase Log | Show | |||
Wildspace Orrery | uncommon | Purchase Log | Show | |||
Wild Wind (Elemental Essence Shard - Air) | rare | SJ-DC-PHP-OJW-02 Master of the Helm | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Air. You can immediately fly up to 60 feet without provoking opportunity attacks. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. The crackling, cosmic riff of Ippodromo’s storm takes the form of a cosmic speeder, allowing them to ride away from enemies unhindered. The triumphant chorus “Gonna ride the whirlwind/It ain't dangerous enough for me” blares in the wake of the violent, cutting winds. |
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Photon Resonator (Horn of Silent Alarm) | common | SJ-DC-PHP-OJW-02 Master of the Helm | Show | |||
Notes:
Wondrous Item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. A simple, two-pronged metal acoustic resonator shaped like the letter U. When struck on a solid surface, it vibrates at a constant spellpitch so that only a specific creature would receive an alarm. |
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Driftwood Staff (Staff of Healing) | rare | CCC-DES-01-02 A Sanity Never Questioned | Show | |||
Notes:
Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Finally, this item floats on water and other liquids. Its bearer has advantage on Strength (Athletic) checks to swim. |
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Mimir | rare | PS-DC-WLD-01 (playtest) | Show | |||
Notes:
Wondrous item, rare (requires attunement) This skull-shaped device is filled with knowledge. The device weighs 5 pounds and is covered with subtle etchings of planar sigils. As a bonus action, you can toss the device into the air, whereupon it floats at a distance of 1d3 feet from you and you can access its properties. While the mimir is floating, a creature other than you can use an action to grasp or net the device, either by making a successful unarmed strike against AC 22 or a successful DC 22 Dexterity (Acrobatics) check. You can use a bonus action to seize and stow the device. The device has AC 22, 25 hit points, immunity to poison and psychic damage, and resistance to all other damage. It is considered to be an object that is being worn while it is floating near you. While the device is floating, you can use an action to cast legend lore from the device. The device speaks the revealed lore aloud. Once this property has been used, it can't be used again until the next dawn. The device knows basic, useful information about the planes of existence. While the device is floating, it verbally answers questions you or anyone you designate poses to it about that topic. It knows the information about the planes in the Dungeon Master's Guide, as well as basic information about the gate-towns of the Outlands (presented in chapter 3 of Sigil and the Outlands). Harmonious. Attuning to this item takes only 1 minute. |
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Deck of Misclleany | uncommon | PS-DC-WLD-01 (playtest) | Show | |||
Notes:
Wondrous item, uncommon This wooden box contains a set of thirty-two parchment cards. The face of each card bears an illustration of a different item or set of items. As an action, you can draw a card of your choice from the deck and throw it to the ground in an unoccupied space within 5 feet of yourself. When the card hits the ground, the card permanently transforms into the item or set of items depicted on its face. An altered deck of real-world playing cards can simulate the deck, as shown on the Deck of Miscellany table. |
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Dragontooth Dagge | rare | Trade Log | Show | |||
Notes:
Weapon, rare A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator's tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard. You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger's bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. |
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Selune's Moonstone (Astral Shard with Harmonious minor property) | rare | PS-DC-DDD A Devious Deva's Deduction | Show | |||
Notes:
Wondrous Item, rare (requires attunement by a sorcerer) This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you. Flavor Text: This astral shard appears as a crescent lunar stone with a finely etched design of the Goddess Selune on one side. Harmonious: Attuning to this item takes only 1 minute. |
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Clockwork Amulet (with minor Wicked property) | common | PS-DC-DDD A Devious Deva's Deduction | Show | |||
Notes:
Clockwork Amulet with Wicked minor property 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. |
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Galder's Bubble Pipe | rare | The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1) | Show | |||
Notes:
Wondrous Item, Rare (requires Attunement) You can cast Fog Cloud as an Action (1 charge). |
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Heward's Hireling Armor | very_rare | The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1) | Show | |||
Notes:
Light Armor (Leather Armor), Very Rare (requires Attunement) 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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Leather Golem Armor | rare | The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1) | Show | |||
Notes:
Light Armor (Leather Armor), Rare (requires Attunement) Strange rituals have repurposed the body of a flesh golem into this partially sentient suit of leather armor. While wearing this armor, you gain a +1 bonus to AC and to saving throws against spells and other magical effects. In addition, you gain the following properties: Immutable Form. You are immune to any spell or effect that would alter your form. Curse. This armor 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 armor. In addition, while you wear the cursed armor, you gain the following properties: Aversion of Fire. If you take fire damage, you have disadvantage on attack rolls and ability checks until the end of your next turn. Berserk. Whenever a critical hit is made against you, roll a d6. On a 6, the armor causes you to go berserk. On each of your turns while berserk, you attack the nearest creature you can see. If no creature is near enough to move to and attack, you attack an object, with preference for an object smaller than yourself. Once the armor causes you to go berserk, it cannot be removed. You continue to attack until you are Incapacitated or until another creature is able to calm you with appropriate magic (such as a Calm Emotions spell) or a successful DC 15 Charisma (Persuasion) check. |
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Manual of Flesh Golems | very_rare | The Lost Laboratory of Kwalish (Part 2: Monastery of the Distressed Body)(session 1) | Show | |||
Notes:
Wondrous Item, Very Rare |
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Tan Bag of Tricks | rare | DDAL00-06 - The Lost Laboratory of Kwalish (Part 3: Monastery of the Distressed Body) (session 2) | Show |