Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ BlackRazor, Wave, Whelm-at T4-choose 1 to wield
legendary
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
BlackRazor
Weapon (greatsword), legendary (requires attunement by a Creature of Non-Lawful Alignment)
Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul
Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter
While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
Sentience
Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality
Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient,
Whelm
Weapon (trident), legendary (requires attunement by a Creature that Worships a God of the Sea)
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience
Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality
When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.
The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.
Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Wave
Weapon (warhammer), legendary (requires attunement by a dwarf)
Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon
Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
Shock Wave
You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Supernatural Awareness
While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
Sentience
Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality
Whelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.
The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Potion of Greater Healing
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Dispel Magic
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Ring of Spell Storing
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
☐ Goggles of Night
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Notes: Sense: Darkvision, Detection, Eyewear
☐ Boots of Striding and Springing
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
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.
☐ Chain Mail, +1
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Scroll of Magic Mouth
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Potion of Mind Reading
common
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Stone of Good Luck
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff
☐ Scroll of Conjure Minor Elemental
uncommon
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
☐ Ring of Protection
rare
TTYP-White Plume Mountain
TTYP-White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
☐ Fish Suit
very_rare
Service Hours Awarded 12a
Trade Log
Show
Notes:
Wondrous Item, very rare
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
☐ Armor of Radiant Resistance (Half Plate)
rare
REWARDS LIST: SEASON OF SPELLJAMMING
Trade Log
Show
Notes:
Applicable Armor:
Name Type AC Strength Stealth
Padded Light 11 + Dex modifier -- Disadvantage
Leather Light 11 + Dex modifier -- --
Studded Leather Light 12 + Dex modifier -- --
Hide Medium 12 + Dex modifier (max 2) -- --
Chain Shirt Medium 13 + Dex modifier (max 2) -- --
Scale Mail Medium 14 + Dex modifier (max 2) -- Disadvantage
Breastplate Medium 14 + Dex modifier (max 2) -- --
Half Plate Medium 15 + Dex modifier (max 2) -- Disadvantage
Ring Mail Heavy 14 -- Disadvantage
Chain Mail Heavy 16 Strength 13 Disadvantage
Splint Heavy 17 Strength 15 Disadvantage
Plate Heavy 18 Strength 15 Disadvantage
Notes: Resistance: Acid, Resistance: Cold, Resistance: Fire, Resistance: Force, Resistance: Lightning, Resistance: Necrotic, Resistance: Poison, Resistance: Psychic, Resistance: Radiant, Resistance: Thunder, Combat, Warding
Item Tags: COMBAT WARDING
☐ Heward’s Handy Spice Pouch
common
Inherited Malevolence-Common Magic Item
Inherited Malevolence-Common Magic Item
Show
Notes:
Inherited Malevolence-Common Magic Item
☐ Mystra’s Blessing of Magic Resistance
very_rare
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Show
Notes:
Mystra’s Blessing of Magic Resistance You have advantage on saving throws against spells and other magical effects.
☐ Mind Crystal (Quickened)
common
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Forgotten Wyrms (Liga-03) Doom.....Reborn!
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. Quickened. You change the spell's casting time to 1 bonus action for this casting. This item is found in Phandelver and Below: The Shattered Obelisk, pg. 218.
☐ Elminster’s Hat of Wizardry
common
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Show
Notes:
Elminster’s Hat of Wizardry Wondrous Item, Common (Requires Attunement by a Wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: · You can use the hat as a spellcasting focus for your wizard spells. · You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. This item is found in Xanathar's Guide to Everything, pg. 137. This red conical hat is very worn.
☐ Mystra’s Robe of Stars
very_rare
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Forgotten Wyrms (Liga-03) Doom.....Reborn!
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This item is found in the Dungeon Master’s Guide, pg. 194. Harmonious. Attuning to this item takes only 1 minute. This black velvety robe has Mystra’s symbol on the back.
☐ Chain Mail +1
rare
DDHC-TYP White Plume Mountain
Trade Log
Show
Notes:
Armor (light, medium, or heavy), rare You have a +1 bonus to AC while wearing this armor.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ BlackRazor, Wave, Whelm-at T4-choose 1 to wield | legendary | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
BlackRazor You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties. Devour Soul When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks. If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul. Soul Hunter Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to. Sentience The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know. Personality The sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along. Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious. Blackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset. Proficiency with a greatsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Advantage: Ability Checks, Advantage: Saving Throws, Advantage: Melee Attacks, Advantage: Ranged Attacks, Creature of Non-Lawful Alignment, Damage, Buff, Combat, Bane, Sentient, Whelm You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum. The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it. Sentience The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation. Personality Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god. Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert. Proficiency with a trident allows you to add your proficiency bonus to the attack roll for any attack you make with it. Wave You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. Thrown Weapon Shock Wave Supernatural Awareness Sentience The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat. Personality Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan. Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Potion of Greater Healing | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Dispel Magic | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Ring of Spell Storing | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| ☐ Goggles of Night | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon Notes: Sense: Darkvision, Detection, Eyewear |
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| ☐ Boots of Striding and Springing | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| ☐ Chain Mail, +1 | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Scroll of Magic Mouth | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Potion of Mind Reading | common | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Stone of Good Luck | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) Notes: Bonus: Ability Checks, Bonus: Saving Throws, Bonus: Initiative, Buff |
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| ☐ Scroll of Conjure Minor Elemental | uncommon | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
| ☐ Ring of Protection | rare | TTYP-White Plume Mountain | TTYP-White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Fish Suit | very_rare | Service Hours Awarded 12a | Trade Log | Show | ||
|
Notes:
Wondrous Item, very rare |
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| ☐ Armor of Radiant Resistance (Half Plate) | rare | REWARDS LIST: SEASON OF SPELLJAMMING | Trade Log | Show | ||
|
Notes:
Applicable Armor: Name Type AC Strength Stealth Item Tags: COMBAT WARDING |
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| ☐ Heward’s Handy Spice Pouch | common | Inherited Malevolence-Common Magic Item | Inherited Malevolence-Common Magic Item | Show | ||
|
Notes:
Inherited Malevolence-Common Magic Item |
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| ☐ Mystra’s Blessing of Magic Resistance | very_rare | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Show | ||
|
Notes:
Mystra’s Blessing of Magic Resistance You have advantage on saving throws against spells and other magical effects. |
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| ☐ Mind Crystal (Quickened) | common | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Forgotten Wyrms (Liga-03) Doom.....Reborn! | 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. Quickened. You change the spell's casting time to 1 bonus action for this casting. This item is found in Phandelver and Below: The Shattered Obelisk, pg. 218. |
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| ☐ Elminster’s Hat of Wizardry | common | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Show | ||
|
Notes:
Elminster’s Hat of Wizardry Wondrous Item, Common (Requires Attunement by a Wizard) This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits: · You can use the hat as a spellcasting focus for your wizard spells. · You can try to cast a cantrip that you don’t know. The cantrip must be on the wizard spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest. This item is found in Xanathar's Guide to Everything, pg. 137. This red conical hat is very worn. |
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| ☐ Mystra’s Robe of Stars | very_rare | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Forgotten Wyrms (Liga-03) Doom.....Reborn! | Show | ||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. This item is found in the Dungeon Master’s Guide, pg. 194. Harmonious. Attuning to this item takes only 1 minute. This black velvety robe has Mystra’s symbol on the back. |
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| ☐ Chain Mail +1 | rare | DDHC-TYP White Plume Mountain | Trade Log | Show | ||
|
Notes:
Armor (light, medium, or heavy), rare You have a +1 bonus to AC while wearing this armor. |
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