Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
☐ Cloak of the Bat
rare
Service Hours Awarded_2024: 50th Anniversary_Rare Reward
Service Hours Awarded_2024: 50th Anniversary
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
☐ Arcane Grimoire +2
rare
DDHC-KGV-07 Axe from the Grave
Trade Log
Show
Notes:
Wondrous Item, varies (requires attunement by a wizard)
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book’s rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Ring of Feather Falling
rare
Service Hours Awarded_2024: 50th Anniversary_Rare Reward
Service Hours Awarded_2024: 50th Anniversary
Show
Notes:
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
☐ Horn of All-Hello-Ing (Horn of Valhalla-Silver)
rare
WBW-DC-JSH-CEL1 Better with Friends
WBW-DC-JSH-CEL1 Better with Friends
Show
Notes:
Wondrous item, rare
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
Horn Type: Silver
Berserkers Summoned: 2d4 + 2
Requirement: None
This item is found in the Dungeon Master’s Guide.
War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
Description. This Silver Horn of Valhalla appears as a festive paper party noisemaker – and makes the noise you’d expect from one.
When you blow this horn, the berserkers summoned appear as 2d4+2 of your favourite people, ready to help you in your time of need.
☐ Potion of Advantage
uncommon
WBW-DC-JSH-CEL1 Better with Friends
WBW-DC-JSH-CEL1 Better with Friends
Show
Notes:
Potion, uncommon
When you drink this potion, you gain advantage on one
ability check, attack roll, or saving throw of your choice that
you make within the next hour.
This potion takes the form of a sparkling, golden mist
that moves and pours like water.
This item is found in The Wild Beyond the Witchlight
☐ Spellwrought Tatoo (Beacon of Hope)
uncommon
WBW-DC-JSH-CEL1 Better with Friends
WBW-DC-JSH-CEL1 Better with Friends
Show
Notes:
Wondrous item (tattoo), uncommon
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.
This item is found in Tasha’s Cauldron of Everything.
This tattoo contains the spell Beacon of Hope – just in case you need it.
☐ Scroll of Summon Fey
uncommon
WBW-DC-JSH-CEL1 Better with Friends
WBW-DC-JSH-CEL1 Better with Friends
Show
Notes:
Scroll, uncommon
A spell scroll bears the words of a single spell, written in 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 equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.
This item is found in the Dungeon Master’s Guide.
Description. This beautifully-embossed card bears the name and address of The Host. If you wish to summon one of his court to a party (or a fight) you can do so. This item is a Spell scroll of Summon Fey
☐ Charm of Vitality
uncommon
WBW-DC-JSH-CEL1 Better with Friends
WBW-DC-JSH-CEL1 Better with Friends
Show
Notes:
Magical charm
This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you.
This item is found in the Dungeon Master’s Guide
☐ Heward’s Handy Spice Pouch
rare
CCC-SQC-03-02 Shiitake
CCC-SQC-03-02 Shiitake
Show
Notes:
Wondrous Item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 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.
Notes: Utility, Container
☐ Winged Boots
uncommon
CCC-SQC-03-02 Shiitake
CCC-SQC-03-02 Shiitake
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
This pair of boots is crafted by magically fusing leaves from the Comanthar forest and ancient magic that still lingers around Myth Drannor. The wearer of the boots leaves behind a trail of faintly sparkling dust that disappears almost immediately. The leaves on the boots changes color according to the season of the region.
☐ Potion of Climbing
common
CCC-SQC-03-02 Shiitake
CCC-SQC-03-02 Shiitake
Show
Notes:
Potion, common
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
☐ Potion of Heroism
rare
CCC-SQC-03-02 Shiitake
CCC-SQC-03-02 Shiitake
Show
Notes:
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.
☐ Horn of Silent Alarm
common
CCC-SQC-03-03 Toxicity
CCC-SQC-03-03 Toxicity
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.
☐ Bag of Tricks (Rust)
uncommon
CCC-SQC-03-03 Toxicity
CCC-SQC-03-03 Toxicity
Show
Notes:
Wondrous Item, uncommon
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.
Rust Bag of Tricks
ROLL TABLE TO VTT
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear
☐ Potion of Acid Resistance
common
CCC-SQC-03-03 Toxicity
CCC-SQC-03-03 Toxicity
Show
☐ Weapon of Warning (Net)
uncommon
CCC-ELF-03-01 Death’s Claw
CCC-ELF-03-01 Death’s Claw
Show
☐ Ilmatter's Respite (Wand of Smiles)
common
CCC-ELF-03-02 Echoes of Rage
CCC-ELF-03-02 Echoes of Rage
Show
Notes:
These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins.
☐ The Vines of Avarice (Gloves of Thievery)
uncommon
CCC-ELF-03-02 Echoes of Rage
CCC-ELF-03-02 Echoes of Rage
Show
Notes:
These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins.
☐ Spell Scroll of Summon Shadowspawn
uncommon
FR-DC-LIGA-02 - House of Shadow
FR-DC-LIGA-02 - House of Shadow
Show
Notes:
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends.
The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.
At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
☐ Deck of Illusions
common
FR-DC-LIGA-02 - House of Shadow
FR-DC-LIGA-02 - House of Shadow
Show
Notes:
Wondrous Item, Common
This box contains a set of parchment cards. A full deck has 34
cards. A deck found as treasure is usually missing 1d20 − 1
cards.
The magic of the deck funcons only if cards are drawn at
random (you can use an 0altered deck of playing cards to
simulate the deck). You can use an acon to draw a card at
random from the deck and throw it to the ground at a point
within 30 feet of you.
An illusion of one or more creatures forms over the thrown
card and remains unl dispelled. An illusory creature appears
real, of the appropriate size, and behaves as if it were a real
creature except that it can do no harm. While you are within
120 feet of the illusory creature and can see it, you can use an
acon to move it magically anywhere within 30 feet of its card.
Any physical interacon with the illusory creature reveals it to
be an illusion, because objects pass through it. Someone who
uses an acon to visually inspect the creature idenfies it as
illusory with a successful DC 15 Intelligence (Invesgaon)
check. The creature then appears translucent.
The illusion lasts unl its card is moved or the illusion is
dispelled. When the illusion ends, the image on its card
disappears, and that card can't be used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts En
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprence
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck's owner)
| Name | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Cloak of the Bat | rare | Service Hours Awarded_2024: 50th Anniversary_Rare Reward | Service Hours Awarded_2024: 50th Anniversary | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. |
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| ☐ Arcane Grimoire +2 | rare | DDHC-KGV-07 Axe from the Grave | Trade Log | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a wizard) You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. RARITY BONUS |
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| ☐ Ring of Feather Falling | rare | Service Hours Awarded_2024: 50th Anniversary_Rare Reward | Service Hours Awarded_2024: 50th Anniversary | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Horn of All-Hello-Ing (Horn of Valhalla-Silver) | rare | WBW-DC-JSH-CEL1 Better with Friends | WBW-DC-JSH-CEL1 Better with Friends | Show | ||
|
Notes:
Wondrous item, rare You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. Horn Type: Silver Berserkers Summoned: 2d4 + 2 Requirement: None This item is found in the Dungeon Master’s Guide. War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn. Description. This Silver Horn of Valhalla appears as a festive paper party noisemaker – and makes the noise you’d expect from one. When you blow this horn, the berserkers summoned appear as 2d4+2 of your favourite people, ready to help you in your time of need. |
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| ☐ Potion of Advantage | uncommon | WBW-DC-JSH-CEL1 Better with Friends | WBW-DC-JSH-CEL1 Better with Friends | Show | ||
|
Notes:
Potion, uncommon When you drink this potion, you gain advantage on one ability check, attack roll, or saving throw of your choice that you make within the next hour. This potion takes the form of a sparkling, golden mist that moves and pours like water. This item is found in The Wild Beyond the Witchlight |
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| ☐ Spellwrought Tatoo (Beacon of Hope) | uncommon | WBW-DC-JSH-CEL1 Better with Friends | WBW-DC-JSH-CEL1 Better with Friends | Show | ||
|
Notes:
Wondrous item (tattoo), uncommon 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. This item is found in Tasha’s Cauldron of Everything. This tattoo contains the spell Beacon of Hope – just in case you need it. |
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| ☐ Scroll of Summon Fey | uncommon | WBW-DC-JSH-CEL1 Better with Friends | WBW-DC-JSH-CEL1 Better with Friends | Show | ||
|
Notes:
Scroll, uncommon A spell scroll bears the words of a single spell, written in 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 equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. This item is found in the Dungeon Master’s Guide. Description. This beautifully-embossed card bears the name and address of The Host. If you wish to summon one of his court to a party (or a fight) you can do so. This item is a Spell scroll of Summon Fey |
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| ☐ Charm of Vitality | uncommon | WBW-DC-JSH-CEL1 Better with Friends | WBW-DC-JSH-CEL1 Better with Friends | Show | ||
|
Notes:
Magical charm This charm allows you to give yourself the benefit of a potion of vitality as an action. Once you do so, the charm vanishes from you. This item is found in the Dungeon Master’s Guide |
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| ☐ Heward’s Handy Spice Pouch | rare | CCC-SQC-03-02 Shiitake | CCC-SQC-03-02 Shiitake | Show | ||
|
Notes:
Wondrous Item, rare Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, 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 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. Notes: Utility, Container |
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| ☐ Winged Boots | uncommon | CCC-SQC-03-02 Shiitake | CCC-SQC-03-02 Shiitake | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) The boots regain 2 hours of flying capability for every 12 hours they aren't in use. This pair of boots is crafted by magically fusing leaves from the Comanthar forest and ancient magic that still lingers around Myth Drannor. The wearer of the boots leaves behind a trail of faintly sparkling dust that disappears almost immediately. The leaves on the boots changes color according to the season of the region. |
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| ☐ Potion of Climbing | common | CCC-SQC-03-02 Shiitake | CCC-SQC-03-02 Shiitake | Show | ||
|
Notes:
Potion, common |
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| ☐ Potion of Heroism | rare | CCC-SQC-03-02 Shiitake | CCC-SQC-03-02 Shiitake | Show | ||
|
Notes:
Potion, rare |
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| ☐ Horn of Silent Alarm | common | CCC-SQC-03-03 Toxicity | CCC-SQC-03-03 Toxicity | Show | ||
|
Notes:
Wondrous Item, common |
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| ☐ Bag of Tricks (Rust) | uncommon | CCC-SQC-03-03 Toxicity | CCC-SQC-03-03 Toxicity | Show | ||
|
Notes:
Wondrous Item, uncommon 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. Rust Bag of Tricks |
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| ☐ Potion of Acid Resistance | common | CCC-SQC-03-03 Toxicity | CCC-SQC-03-03 Toxicity | Show | ||
| ☐ Weapon of Warning (Net) | uncommon | CCC-ELF-03-01 Death’s Claw | CCC-ELF-03-01 Death’s Claw | Show | ||
| ☐ Ilmatter's Respite (Wand of Smiles) | common | CCC-ELF-03-02 Echoes of Rage | CCC-ELF-03-02 Echoes of Rage | Show | ||
|
Notes:
These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins. |
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| ☐ The Vines of Avarice (Gloves of Thievery) | uncommon | CCC-ELF-03-02 Echoes of Rage | CCC-ELF-03-02 Echoes of Rage | Show | ||
|
Notes:
These vines from the Cormanthor Forest can be wrapped around someone’s hands as a pair of fingerless gloves, turning invisible when worn correctly. They function as gloves of thievery. Whenever the wearer contemplates vengeance, they see a vision of a grand hearth lying in ruins. |
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| ☐ Spell Scroll of Summon Shadowspawn | uncommon | FR-DC-LIGA-02 - House of Shadow | FR-DC-LIGA-02 - House of Shadow | Show | ||
|
Notes:
You call forth a shadowy spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Shadow Spirit stat block. When you cast the spell, choose an emotion: Fury, Despair, or Fear. The creature resembles a misshapen biped marked by the chosen emotion, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block. |
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| ☐ Deck of Illusions | common | FR-DC-LIGA-02 - House of Shadow | FR-DC-LIGA-02 - House of Shadow | Show | ||
|
Notes:
Wondrous Item, Common |
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