Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
Arrow of Dragon Slaying
very_rare
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Arrow of Dragon Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Rod of the Pact Keeper +3 (The Eye of the Deep-Caller)
very_rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC
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Notes:
+3 Rod of the Pact Keeper (The Eye of the Deep-Caller)
DMG'24p301
Rod, very rare (requires attunement by a warlock)
2 lb.
"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.
Potion of Speed
very_rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC
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Notes:
Potion of Speed
Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.
Wand of Fireballs
rare
Trade Log
Show
Notes:
Wand of Fireballs
Source: Dungeon Master's Guide
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
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 crumbles into ashes and is destroyed.
Staff of Healing
rare
DDEP4 - Reclamation of Phlan
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Notes:
Staff of Healing
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds
1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration
2
Mass Cure Wounds
5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.
+2 Hand Crossbow (Da Sentience nicht mehr AL legal)
rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Nettle (+2 Hand Crossbow)
Weapon (Hand Crossbow), Rare (requires attunement by a creature of non‐lawful alignment)
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling.
Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently.
Arrow-Catching Shield
rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC
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Notes:
Arrow-Catching Shield
DMG'24p231
Shield (shield), rare (requires attunement)
6 lb.
AC +2
"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Potion of Invulnerability
rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC
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Notes:
Potion of Invulnerability
DMG'24p288
Potion, rare
½ lb.
For 1 minute after you drink this potion, you have Resistance to all damage.
This potion's syrupy liquid looks like liquefied iron.
Potion of Heroism
rare
DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC
Show
Notes:
Potion of Heroism
Potion, rare
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Battering Shield
rare
BMG-DRW-OD-02 Something Wicked
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Notes:
Armor (Shield), Rare (Requires Attunement)
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Wand of Lightning Bolts
rare
Trade Log
Show
Notes:
Wand of Lightning Bolts Rare true
Wand of Lightning Bolts Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed.
Helm of Telepathy
uncommon
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
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Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tiger’s eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply-using a bonus action to do so-while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
Rapier of Warning (Toter Verwandter)
uncommon
DDHC-JRC-06 Sins of Our Elders
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Notes:
Weapon (any), uncommon (requires attunement)
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning
Ninuno's Mark Reward
uncommon
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Ninuno's Mark
A ninuno, one of the spirits of the Dayawlongon archipelago, grants you its insight as a charm. This charm allows you to cast either augury or speak with plants once per day. Once used three times, this charm vanishes from you.
Sentinel Shield
uncommon
DDAL10-03 Divining Evil
Show
Notes:
Sentinel Shield
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Spell Scroll of Snare
uncommon
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
Show
Notes:
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
After the trap is triggered, the spell ends when no creature is Restrained by it.
Boots of Striding and Springing
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
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Notes:
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Scroll of Beast Bond
uncommon
CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines
Show
Notes:
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.
Bracers of Archery
uncommon
DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC
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Notes:
Bracers of Archery
DMG'24p240
Wondrous item, uncommon (requires attunement)
"These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden."
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Staff of the Python
uncommon
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Staff of the Python
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Arrow of Dragon Slaying | very_rare | DDHC-JRC-10 Between tangled Roots | Show | |||
|
Notes:
Arrow of Dragon Slaying An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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| Rod of the Pact Keeper +3 (The Eye of the Deep-Caller) | very_rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC | Show | |||
|
Notes:
+3 Rod of the Pact Keeper (The Eye of the Deep-Caller) "Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival." While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest. |
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| Potion of Speed | very_rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC | Show | |||
|
Notes:
Potion of Speed When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own. |
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| Wand of Fireballs | rare | Trade Log | Show | |||
|
Notes:
Wand of Fireballs Source: Dungeon Master's Guide Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. 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 crumbles into ashes and is destroyed. |
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| Staff of Healing | rare | DDEP4 - Reclamation of Phlan | Show | |||
|
Notes:
Staff of Healing Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds. |
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| +2 Hand Crossbow (Da Sentience nicht mehr AL legal) | rare | DDEP4 - Reclamation of Phlan | Show | |||
|
Notes:
Nettle (+2 Hand Crossbow) Weapon (Hand Crossbow), Rare (requires attunement by a creature of non‐lawful alignment) You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. This hand crossbow looks to have seen better times. The wood is cracked and splintered and the string is heavily‐frayed. A large, blue feather hangs from the handgrip alongside a couple green, glass baubles. The crossbow whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. Sentience. Nettle is a sentient chaotic neutral weapon with an Intelligence of 15, a Wisdom of 10, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. Nettle speaks Common and Halfling. Personality. Nettle is greedy and impetuous, and prefers that its wielder share these ideals. It demands to be better taken care of than its previous owners did. If its bearer is lawfully‐aligned, or if its bearer does not spend at least an hour each day tending to it (polishing, applying resin to the string, etc.), Nettle denies its bonuses to attack and damage rolls and initiative checks. It also shouts out insults to those nearby, imposing disadvantage on any Charisma (Deception or Persuasion) checks or Dexterity (Stealth) check that its wielder makes to move silently. |
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| Arrow-Catching Shield | rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC | Show | |||
|
Notes:
Arrow-Catching Shield "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. |
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| Potion of Invulnerability | rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC | Show | |||
|
Notes:
Potion of Invulnerability For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron. |
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| Potion of Heroism | rare | DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC | Show | |||
|
Notes:
Potion of Heroism For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. |
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| Battering Shield | rare | BMG-DRW-OD-02 Something Wicked | Show | |||
|
Notes:
Armor (Shield), Rare (Requires Attunement) |
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| Wand of Lightning Bolts | rare | Trade Log | Show | |||
|
Notes:
Wand of Lightning Bolts Rare true |
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| Helm of Telepathy | uncommon | CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines | Show | |||
|
Notes:
Helm of Telepathy |
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| Rapier of Warning (Toter Verwandter) | uncommon | DDHC-JRC-06 Sins of Our Elders | Show | |||
|
Notes:
Weapon (any), uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon in your possession becomes a weapon of warning |
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| Ninuno's Mark Reward | uncommon | DDHC-JRC-10 Between tangled Roots | Show | |||
|
Notes:
Ninuno's Mark |
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| Sentinel Shield | uncommon | DDAL10-03 Divining Evil | Show | |||
|
Notes:
Sentinel Shield Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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| Spell Scroll of Snare | uncommon | CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines | Show | |||
|
Notes:
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spell’s radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends. A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends. After the trap is triggered, the spell ends when no creature is Restrained by it. |
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| Boots of Striding and Springing | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
|
Notes:
Boots of Striding and Springing Wondrous item, uncommon (requires attunement) The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| Scroll of Beast Bond | uncommon | CCC-GHC-BK1-07 The Peculiar Case of Selptan Felines | Show | |||
|
Notes:
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beast’s Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see. |
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| Bracers of Archery | uncommon | DDAL-DRW-EP-03 When the Lights went out in Candlekeep EPIC | Show | |||
|
Notes:
Bracers of Archery "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| Staff of the Python | uncommon | DDHC-JRC-10 Between tangled Roots | Show | |||
|
Notes:
Staff of the Python You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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