Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Moon-Touched Sword
common
CCC-GHC-BK1-01_Into_the_Border_Kingdoms
CCC-GHC-BK1-01_Into_the_Border_Kingdoms
Show
Notes:
Weapon (Longsword), common
The blade of this longsword is etched with a hawk that has its wings spread and its talons extended.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Stone of Good Luck
uncommon
DDHC-TYP Tales from the Yawning Portal - The Hiden Shrine of Tamoachan
Trade Log
Show
Notes:
Wondrous Item, (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Cheese Plate (Strange Material Armor of Fungal Spores)
common
CHZ - Sweet Dreams are Made of Cheese
CHZ - Sweet Dreams are Made of Cheese
Show
Notes:
Breastplate (Strange Material Armor of Fungal Spores), uncommon
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius.
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Mind Crystal (Subtle)
common
CHZ - Sweet Dreams are Made of Cheese
CHZ - Sweet Dreams are Made of Cheese
Show
Notes:
Wondrous Item, common
These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect.
When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp.
Subtle. You cast the spell without any somatic or verbal components for this casting.
This crystallized sample of Death Cheese is extremely aromatic.
Spellwrought Tatoo (Feather Fall)
common
CHZ - Sweet Dreams are Made of Cheese
CHZ - Sweet Dreams are Made of Cheese
Show
Notes:
Wondrous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
Winged Boots
uncommon
DDEX2-10 Cloaks and Shadows
DDEX2-10 Cloaks andShadows
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Adventurer's Ring
common
Tomb of Damara
Tomb of Damara
Show
Notes:
Ring, Common
"Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire."
While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.
Longsword+1
uncommon
Tomb of Damara
Tomb of Damara
Show
Notes:
Melee weapon (martial, longsword), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Shield+1
uncommon
Tomb of Damara
Tomb of Damara
Show
Notes:
Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3)
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC.
Rhythm Maker's Drum+1
uncommon
Free item at Lvl 5
Purchase Log
Show
Notes:
Wondrous item, uncommon (+1)
Moon-Touched Rapier
common
DDHC -DD05 - The Dragon of Najkir
DDHC -DD05 - The Dragon of Najkir
Show
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Horn of Blasting
rare
DDHC -DD06 - The Forbidden Vale
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage.
Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the
Doss Lute of the Bard
uncommon
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Cube of Summoning
rare
DDHC -DD06 - The Forbidden Vale
Show
Notes:
Wondrous Item, Rare
This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened.
Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn.
Dragon's Wrath Longsword
uncommon
DDHC-DD-03 The Will of Orcus
Trade Log
Show
Notes:
Weapon (Any), Rarity Varies (Requires Attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
Bag of Holding
uncommon
CCC-GARY-06 The Death Beneath the Roots
Trade Log
Show
Notes:
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 Heward’s 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.
Dragon' Wrath Longsword (Wakened)
very_rare
DDHC-DD-03 The Will of Orcus
DDHC - DDA - 09 - Dragons of Sandstone City
Show
Notes:
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
Animated Shield
very_rare
DDHC - DDA - 09 - Dragons of Sandstone City
DDHC - DDA - 09 - Dragons of Sandstone City
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Charm of Cozmioko's Glory
unique
DDHC - DDA - 09 - Dragons of Sandstone City
DDHC - DDA - 09 - Dragons of Sandstone City
Show
Notes:
Supernatural Gift (Charm)
This charm infuses you with the righteous vengeance of the brass dragon Cozmioko. You can use it as a Magic action and choose one of the following effects:
Cozmioko’s Fire. You cast the Wall of Fire spell (level 7 version, spell save DC 20), requiring no spell components.
Cozmioko’s Light. You regain 28 (8d6) Hit Points.
Cozmioko’s Revenge. One Melee weapon you are holding is infused with supernatural might for 1 minute or until you aren’t holding the weapon. Once per turn, when you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon’s type.
Once you use the charm, it vanishes from you.
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Moon-Touched Sword | common | CCC-GHC-BK1-01_Into_the_Border_Kingdoms | CCC-GHC-BK1-01_Into_the_Border_Kingdoms | Show | ||
|
Notes:
Weapon (Longsword), common |
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| Stone of Good Luck | uncommon | DDHC-TYP Tales from the Yawning Portal - The Hiden Shrine of Tamoachan | Trade Log | Show | ||
|
Notes:
Wondrous Item, (requires attunement) While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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| Cheese Plate (Strange Material Armor of Fungal Spores) | common | CHZ - Sweet Dreams are Made of Cheese | CHZ - Sweet Dreams are Made of Cheese | Show | ||
|
Notes:
Breastplate (Strange Material Armor of Fungal Spores), uncommon While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can’t be used again until the next dawn. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. The dried remains of a sentient cheese formed into a tough shell. When activated, the armor acts as a cheese shaker and sheds pungent cheese flakes in a 10-foot-radius. Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
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| Mind Crystal (Subtle) | common | CHZ - Sweet Dreams are Made of Cheese | CHZ - Sweet Dreams are Made of Cheese | Show | ||
|
Notes:
Wondrous Item, common These gemstones contain a crystallized bit of spellcasting magic. Different types of mind crystals exist, each with a different single-use effect. When you cast a spell that has a casting time of 1 action while holding a mind crystal, you can modify the spell in a specific way that has an effect described below. You can use only a single mind crystal to modify the spell, and you can’t use a mind crystal and a Metamagic option on the same spell. Once you use a mind crystal, it becomes a nonmagical gem worth 50 gp. Subtle. You cast the spell without any somatic or verbal components for this casting. This crystallized sample of Death Cheese is extremely aromatic. |
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| Spellwrought Tatoo (Feather Fall) | common | CHZ - Sweet Dreams are Made of Cheese | CHZ - Sweet Dreams are Made of Cheese | Show | ||
|
Notes:
Wondrous item (tattoo), common Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. |
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| Winged Boots | uncommon | DDEX2-10 Cloaks and Shadows | DDEX2-10 Cloaks andShadows | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. |
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| Adventurer's Ring | common | Tomb of Damara | Tomb of Damara | Show | ||
|
Notes:
Ring, Common "Lamps are a liability on adventures. Delicate and prone to oil spillage, lamps fill a hand that should otherwise be wielding a weapon or casting a spell. Once you try one of our elegant and practical rings, you’ll never go back to cumbersome flint and fire." While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again. |
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| Longsword+1 | uncommon | Tomb of Damara | Tomb of Damara | Show | ||
|
Notes:
Melee weapon (martial, longsword), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Shield+1 | uncommon | Tomb of Damara | Tomb of Damara | Show | ||
|
Notes:
Armor (Shield), Uncommon (+1), Rare (+2), or Very Rare (+3) While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield’s normal bonus to AC. |
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| Rhythm Maker's Drum+1 | uncommon | Free item at Lvl 5 | Purchase Log | Show | ||
|
Notes:
Wondrous item, uncommon (+1) |
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| Moon-Touched Rapier | common | DDHC -DD05 - The Dragon of Najkir | DDHC -DD05 - The Dragon of Najkir | Show | ||
|
Notes:
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
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| Horn of Blasting | rare | DDHC -DD06 - The Forbidden Vale | DDHC -DD06 - The Forbidden Vale | Show | ||
|
Notes:
Wondrous Item, Rare You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren’t being worn or carried take 10d8 Thunder damage. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the |
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| Doss Lute of the Bard | uncommon | DDHC -DD06 - The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement by a Bard) An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the spells common to all instruments, as well as the spells specific to this one. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
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| Cube of Summoning | rare | DDHC -DD06 - The Forbidden Vale | Show | |||
|
Notes:
Wondrous Item, Rare This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can’t otherwise be opened. Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster. Once the cube summons a creature, the cube can’t do so again until the next dawn. |
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| Dragon's Wrath Longsword | uncommon | DDHC-DD-03 The Will of Orcus | Trade Log | Show | ||
|
Notes:
Weapon (Any), Rarity Varies (Requires Attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties. Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. Ascendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6. The cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6. |
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| Bag of Holding | uncommon | CCC-GARY-06 The Death Beneath the Roots | Trade Log | Show | ||
|
Notes:
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 Heward’s 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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| Dragon' Wrath Longsword (Wakened) | very_rare | DDHC-DD-03 The Will of Orcus | DDHC - DDA - 09 - Dragons of Sandstone City | Show | ||
|
Notes:
Slumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon. Stirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon. Wakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn. |
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| Animated Shield | very_rare | DDHC - DDA - 09 - Dragons of Sandstone City | DDHC - DDA - 09 - Dragons of Sandstone City | Show | ||
|
Notes:
Armor (shield), very rare (requires attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it. |
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| Charm of Cozmioko's Glory | unique | DDHC - DDA - 09 - Dragons of Sandstone City | DDHC - DDA - 09 - Dragons of Sandstone City | Show | ||
|
Notes:
Supernatural Gift (Charm) Cozmioko’s Fire. You cast the Wall of Fire spell (level 7 version, spell save DC 20), requiring no spell components. Cozmioko’s Light. You regain 28 (8d6) Hit Points. Cozmioko’s Revenge. One Melee weapon you are holding is infused with supernatural might for 1 minute or until you aren’t holding the weapon. Once per turn, when you hit a Dragon with this weapon, the Dragon takes an extra 3d6 damage of the weapon’s type. Once you use the charm, it vanishes from you. |
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