Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Eldritch Claw Tattoo
uncommon
Trade Log
Show
Notes:
Source: Tasha's Cauldron of Everything
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
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 Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Rod of Alertness
very_rare
CCC-GARY-04 A Darkness in the Mountains
Show
Notes:
Rod of Alertness (tier 3 only)
Rod, very rare (requires attunement)
This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide.
This rod has a flanged head and the following Properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.
Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.
The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.
Story Award Favor of Candlekeep
common
CCC-GARY-04 A Darkness in the Mountains
Show
Notes:
Story Award: Favor of Candlekeep
Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 5th level (tier 3) or 7th level (tier 4) for free from an approved Adventurers League resource.
Mass Cure Wounds
Destructive Wave
Summon Celestial
Portable Hole
common
CCC-COS-01 The Only Way to be Sure
Show
Notes:
Portable Hole
Wondrous item, rare, Table D
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate 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. This item is found in the Dungeon Master’s Guide.
Dwarven Plate
common
CCC-TRI-10 Contact
Show
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
This item can be found in the Dungeon Master’s Guide.
Story Award - Honorary Corps Member
common
CCC-TRI-10 Contact
Show
Notes:
The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . .
Spellbook Necromancer
common
CCC-TRI-10 Contact
Show
Notes:
Necromancer’s Spellbook
The spellbook contains the following spells:
1st level: false life, mage armor, ray of sickness
2nd level: blindness/deafness, ray of enfeeblement, web
3rd level: animate dead, counterspell, vampiric touch
4th level: blight, dimension door, stoneskin
5th level: bigby’s hand, cloudkill
6th level: circle of death
Spellscroll Comprehend Language
common
CCC-TRI-10 Contact
Show
Superior Healing Potion 2x
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
4d4+4
Portable Hole
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Rare
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened.
Ioun Stone of Intellect
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
This translucent green stone came from the Far Realm.
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Moon-Touched Greatsword
common
DDAL-DRW-17 Expedition to the Supreme Forge
Show
Notes:
Weapon (Greatsword), Common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere.
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.
Spellwrought Tattoo: Raise Dead
rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h)
Show
Notes:
Spellwrought Tattoo: Raise Dead
Wondrous item (tattoo), rare
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Spell: Raise Dead
5th-level necromancy
Casting Time: 1 hour
Range: Touch
Components: V, S, M (a diamond worth at least 500 gp, which the spell consumes)
Duration: Instantaneous
You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point.
This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life.
This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails.
Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears.
Potion of superior healing
rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h)
Show
Notes:
Potion of superior healing
Potion, rare
You regain 8d4 + 8 hit points when you drink this potion.
The potion's red liquid glimmers when agitated.
Sapphire Buckler
very_rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h)
Show
Notes:
Sapphire Buckler
Shield, very rare (requires attunement)
6 lb.
AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Minor Property: Hidden Message
A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location
Same der Hoffnung (DRACHENEI) für die Story
common
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h)
Show
Notes:
In einer heiß-glühenden Schatulle findet ihr ein Ei. Bei seinem Anblick fühlt ihr euch an Sonneneruptionen erinnert, die ihr mehr als einmal im Wildspace bewundern durftet.
Dies ist der ungeborene Nachkomme, der stumme Zeuge der Vereinigung des Solardrachens Fortgen "die brennende Lanze" mit Raina der "Sonnenseglerin".
Und nun, da Fortgen vernichtet wurde, der zukünftige Verteidiger aller Bewohner seines Herrschaftsgebietes.
Spellscroll of Dominate Monster
rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h)
Show
Notes:
Spell Scroll (5th): Hold Monster
Scroll, rare
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 17 and an attack bonus of +9.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell: Hold Monster
5th-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a small, straight piece of iron)
Duration: Concentration, up to 1 minute
Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.
At Higher Levels.
When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them.
Classes: Bard, Sorcerer, Warlock, Wizard
2x Potion of superior healing
common
DDHC-CM The Canopic Being
Show
Notes:
Potion, rare
You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Notes: Bonus: Hit Points, Healing, Consumable
Hat of Disguise
uncommon
DDHC-CM The Canopic Being
Show
Notes:
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Watchful Helm
very_rare
DDHC-CM The Canopic Being
Show
Notes:
Watchful Helm
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
a shiny steel helm embossed with lidless eyes
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Eldritch Claw Tattoo | uncommon | Trade Log | Show | |||
Notes:
Source: Tasha's Cauldron of Everything Wondrous item (tattoo), uncommon (requires attunement) Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes. 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 Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes. Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn. |
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Rod of Alertness | very_rare | CCC-GARY-04 A Darkness in the Mountains | Show | |||
Notes:
Rod of Alertness (tier 3 only) Rod, very rare (requires attunement) This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Master’s Guide. This rod has a flanged head and the following Properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative. Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod’s head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light. The rod’s head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. |
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Story Award Favor of Candlekeep | common | CCC-GARY-04 A Darkness in the Mountains | Show | |||
Notes:
Story Award: Favor of Candlekeep Inkpot and the scribes of Candlekeep are extremely grateful for your stories and account of your time in Warlock’s Crypt. In return, they have offered to teach you ancient Netherese as an immersion course; if you would like to learn ancient Netherese, you must spend 120 downtime days at Candlekeep doing nothing other than working on your knowledge of this language. If you are not interested in learning ancient Netherese, you may instead choose three spell scrolls of up to 5th level (tier 3) or 7th level (tier 4) for free from an approved Adventurers League resource. Mass Cure Wounds |
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Portable Hole | common | CCC-COS-01 The Only Way to be Sure | Show | |||
Notes:
Portable Hole This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. Any creature inside of the hole hears a slight slurping sound in the distance; the sound can never be located. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate 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. This item is found in the Dungeon Master’s Guide. |
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Dwarven Plate | common | CCC-TRI-10 Contact | Show | |||
Notes:
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. This item can be found in the Dungeon Master’s Guide. |
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Story Award - Honorary Corps Member | common | CCC-TRI-10 Contact | Show | |||
Notes:
The Beholder Corps is in your debt and offer you a permanent (secondary) position in the Mulmaster Beholder Corps. You will aid the Corps in battle, help them earn respect, and many other things a low-ranking officer might do. In turn, the Beholder Corps will come to your aid when it is most convenient, and allow you to pick a slightly less pompous title than their own. This may come into use in the future . . |
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Spellbook Necromancer | common | CCC-TRI-10 Contact | Show | |||
Notes:
Necromancer’s Spellbook The spellbook contains the following spells: 1st level: false life, mage armor, ray of sickness 2nd level: blindness/deafness, ray of enfeeblement, web 3rd level: animate dead, counterspell, vampiric touch 4th level: blight, dimension door, stoneskin 5th level: bigby’s hand, cloudkill 6th level: circle of death |
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Spellscroll Comprehend Language | common | CCC-TRI-10 Contact | Show | |||
Superior Healing Potion 2x | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
4d4+4 |
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Portable Hole | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, Rare The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what’s in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole’s extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward’s handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate is one-way only and can’t be reopened. |
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Ioun Stone of Intellect | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement) This translucent green stone came from the Far Realm. An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. |
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Moon-Touched Greatsword | common | DDAL-DRW-17 Expedition to the Supreme Forge | Show | |||
Notes:
Weapon (Greatsword), Common The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green, and is emitted from the viridian sphere. 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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Spellwrought Tattoo: Raise Dead | rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) | Show | |||
Notes:
Spellwrought Tattoo: Raise Dead Wondrous item (tattoo), rare You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. Spell: Raise Dead You return a dead creature you touch to life, provided that it has been dead no longer than 10 days. If the creature's soul is both willing and at liberty to rejoin the body, the creature returns to life with 1 hit point. This spell also neutralizes any poisons and cures nonmagical diseases that affected the creature at the time it died. This spell doesn't, however, remove magical diseases, curses, or similar effects; if these aren't first removed prior to casting the spell, they take effect when the creature returns to life. The spell can't return an undead creature to life. This spell closes all mortal wounds, but it doesn't restore missing body parts. If the creature is lacking body parts or organs integral for its survival—its head, for instance—the spell automatically fails. Coming back from the dead is an ordeal. The target takes a −4 penalty to all attack rolls, saving throws, and ability checks. Every time the target finishes a long rest, the penalty is reduced by 1 until it disappears. |
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Potion of superior healing | rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) | Show | |||
Notes:
Potion of superior healing You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. |
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Sapphire Buckler | very_rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) | Show | |||
Notes:
Sapphire Buckler Shield, very rare (requires attunement) 6 lb. AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location |
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Same der Hoffnung (DRACHENEI) für die Story | common | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) | Show | |||
Notes:
In einer heiß-glühenden Schatulle findet ihr ein Ei. Bei seinem Anblick fühlt ihr euch an Sonneneruptionen erinnert, die ihr mehr als einmal im Wildspace bewundern durftet. Dies ist der ungeborene Nachkomme, der stumme Zeuge der Vereinigung des Solardrachens Fortgen "die brennende Lanze" mit Raina der "Sonnenseglerin". Und nun, da Fortgen vernichtet wurde, der zukünftige Verteidiger aller Bewohner seines Herrschaftsgebietes. |
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Spellscroll of Dominate Monster | rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain (T3, 4-5h) | Show | |||
Notes:
Spell Scroll (5th): Hold Monster Scroll, rare A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class's spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 15. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. A spell cast from this scroll has a save DC of 17 and an attack bonus of +9. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. Spell: Hold Monster Choose a creature that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. This spell has no effect on undead. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. When you cast this spell using a spell slot of 6th level or higher, you can target one additional creature for each slot level above 5th. The creatures must be within 30 feet of each other when you target them. |
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2x Potion of superior healing | common | DDHC-CM The Canopic Being | Show | |||
Notes:
Potion, rare You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated. Notes: Bonus: Hit Points, Healing, Consumable |
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Hat of Disguise | uncommon | DDHC-CM The Canopic Being | Show | |||
Notes:
Hat of Disguise While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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Watchful Helm | very_rare | DDHC-CM The Canopic Being | Show | |||
Notes:
Watchful Helm While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. a shiny steel helm embossed with lidless eyes |