Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
☐ Potion of Mind Control (fire giant)
very_rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Potion, varies
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
Potion of …
Rarity
Mind control (beast)
Rare
Mind control (humanoid)
Rare
Mind control (monster)
Very rare
☐ Horseshoes of a Zephyr
very_rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Wondrous Item, very rare
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
☐ Spell Scroll of Plane Shift
very_rare
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
Show
Notes:
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion.
Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle.
You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
- - (a forked, metal rod worth at least 250 gp, attuned to a particular plane of existence)
☐ Bolt of Blinding
very_rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target,
☐ Ioun stone of intellect (very rare, attunement)
very_rare
DDAL-DRW-17-Expedition to the Supreme Forge
DDAL-DRW-17-Expedition to the Supreme Forge
Show
Notes:
Wondrous Item, varies (requires attunement)
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.
Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head.
Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone 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 this stone orbits your head, 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 stone is no longer stored in it, freeing up space.
Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.
This other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish.
Supreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.
Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
Notes: Bonus: Armor Class, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Hit Points, Bonus: Intelligence Score, Bonus: Strength Score, Bonus: Wisdom Score, Bonus: Dexterity Score, Buff, Detection, Utility, Warding
☐ Potion of Superior Healing
very_rare
DDAL-DRW-17-Expedition to the Supreme Forge
DDAL-DRW-17-Expedition to the Supreme Forge
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Scroll of Sunburst
very_rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Eldritch Staff
very_rare
Source: The Wild Beyond The Witchlight
Trade Log
Show
Notes:
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
☐ Dwarven Plate
very_rare
CCC-TRI-10 BHC1-1 Contact
CCC-TRI-10 BHC1-1 Contact
Show
Notes:
Armor (plate), very rare
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.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
☐ Manual of Bodily Health
very_rare
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge
Show
Notes:
Wondrous Item, very rare
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Forcebreaker Sling
very_rare
PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls
PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls
Show
Notes:
Weapon (any weapon that deals bludgeoning damage), very rare
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it.
Applicable Weapons
Name Type Damage Properties
Club Simple Melee 1d4 bludgeoning Light
Greatclub Simple Melee 1d8 bludgeoning Two-handed
Light Hammer Simple Melee 1d4 bludgeoning Light, thrown (range 20/60)
Mace Simple Melee 1d6 bludgeoning —
Quarterstaff Simple Melee 1d6 bludgeoning Versatile (1d8)
Name Type Damage Properties
Boomerang Simple Ranged 1d4 bludgeoning Thrown (range 20/60)
Sling Simple Ranged 1d4 bludgeoning Ammunition (range 30/120)
Name Type Damage Properties
Flail Martial Melee 1d8 bludgeoning —
Maul Martial Melee 2d6 bludgeoning Heavy, two-handed
Warhammer Martial Melee 1d8 bludgeoning Versatile (1d10)
Name Type Damage Properties
Net Martial Ranged — Special, thrown (range 5/15)
Hoopak (Ranged) Martial Ranged 1d6 piercing (melee) or 1d4 bludgeoning (ranged) Ammunition (range 40/160), finesse, special, two-handed
☐ Spell Scroll of Locate Creature-Scribed into Spellbook
rare
CCC-BMG-MOON15-3 Fallen Wonder
CCC-BMG-MOON15-3 Fallen Wonder
Show
Notes:
Scroll, Rare
This 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 use an action to read the scroll and cast its spell without having
to provide any of the spell's components. Otherwise, the scroll is unintelligible.
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 (4). 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. See the Player’s Handbook for information on
the spell on this scroll. This item is found in the Dungeon Master’s Guide.
☐ Whip +2
rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
☐ Potion of Diminution
rare
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Potion, rare
When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
☐ Knave's Eye Patch
rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Wondrous Item, rare (requires attunement)
While wearing this eye patch, you gain these benefits:
You have advantage on Wisdom (Perception) checks that rely on sight.
If you have the Sunlight Sensitivity trait, you are unaffected by the trait.
You are immune to magic that allows other creatures to read your thoughts or determine whether you are lying. Creatures can communicate telepathically with you only if you allow it.
Notes: Advantage: Perception
☐ Brazier of Commanding Fire Elementals
rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Wondrous Item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Notes: Summoning
☐ Scroll of Power Word Stun
rare
Against the Giants-Hall of the Fire Giant King
Show
☐ Tentacle Rod
rare
Against the Giants-Hall of the Fire Giant King
Against the Giants-Hall of the Fire Giant King
Show
Notes:
Tentacle Rod
Rod, rare (requires attunement)
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
☐ Scroll of Teleport
rare
Against the Giants-Hall of the Fire Giant King
Show
☐ Scroll of Crown of Stars
rare
Against the Giants-Hall of the Fire Giant King
Show
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Mind Control (fire giant) | very_rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Potion, varies A potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Potion of … Rarity Mind control (beast) Rare Mind control (humanoid) Rare Mind control (monster) Very rare |
||||||
| ☐ Horseshoes of a Zephyr | very_rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Spell Scroll of Plane Shift | very_rare | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | Show | ||
|
Notes:
You and up to eight willing creatures who link hands in a circle are transported to a different plane of existence. You can specify a target destination in general terms, such as the City of Brass on the Elemental Plane of Fire or the palace of Dispater on the second level of the Nine Hells, and you appear in or near that destination. If you are trying to reach the City of Brass, for example, you might arrive in its Street of Steel, before its Gate of Ashes, or looking at the city from across the Sea of Fire, at the GM's discretion. Alternatively, if you know the sigil sequence of a teleportation circle on another plane of existence, this spell can take you to that circle. If the teleportation circle is too small to hold all the creatures you transported, they appear in the closest unoccupied spaces next to the circle. You can use this spell to banish an unwilling creature to another plane. Choose a creature within your reach and make a melee spell attack against it. On a hit, the creature must make a Charisma saving throw. If the creature fails this save, it is transported to a random location on the plane of existence you specify. A creature so transported must find its own way back to your current plane of existence.
|
||||||
| ☐ Bolt of Blinding | very_rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
A bolt of blinding, which casts blindness/deafness to blind on a target hit with the bolt, as well as up to two other targets within 30 feet of that target, |
||||||
| ☐ Ioun stone of intellect (very rare, attunement) | very_rare | DDAL-DRW-17-Expedition to the Supreme Forge | DDAL-DRW-17-Expedition to the Supreme Forge | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement) 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. Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head. Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone 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 this stone orbits your head, 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 stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head. This other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish. Supreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head. Historical Knowledge (Rare). You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. Natural Knowledge (Rare). You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head. Religious Knowledge (Rare). You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head. Language Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone. Self-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head. Notes: Bonus: Armor Class, Bonus: Charisma Score, Bonus: Constitution Score, Bonus: Hit Points, Bonus: Intelligence Score, Bonus: Strength Score, Bonus: Wisdom Score, Bonus: Dexterity Score, Buff, Detection, Utility, Warding |
||||||
| ☐ Potion of Superior Healing | very_rare | DDAL-DRW-17-Expedition to the Supreme Forge | DDAL-DRW-17-Expedition to the Supreme Forge | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
||||||
| ☐ Scroll of Sunburst | very_rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Eldritch Staff | very_rare | Source: The Wild Beyond The Witchlight | Trade Log | Show | ||
|
Notes:
Staff, Very Rare (Requires Attunement) This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff's charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. |
||||||
| ☐ Dwarven Plate | very_rare | CCC-TRI-10 BHC1-1 Contact | CCC-TRI-10 BHC1-1 Contact | Show | ||
|
Notes:
Armor (plate), very rare Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. |
||||||
| ☐ Manual of Bodily Health | very_rare | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | CCC-QCC2017 Delusions of Grandeur, Dreams of Revenge | Show | ||
|
Notes:
Wondrous Item, very rare |
||||||
| ☐ Forcebreaker Sling | very_rare | PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls | PO-BMG-DRW-KS-06 - In the Palace of a Thousand Halls | Show | ||
|
Notes:
Weapon (any weapon that deals bludgeoning damage), very rare This weapon was crafted to destroy structures made of force, such as those created by Forcecage or Wall of Force. Striking a Large or smaller structure of magical force with this weapon automatically shatters that structure. If the target is a Huge or larger structure of force, this weapon shatters a 20-foot-cube portion of it. Applicable Weapons |
||||||
| ☐ Spell Scroll of Locate Creature-Scribed into Spellbook | rare | CCC-BMG-MOON15-3 Fallen Wonder | CCC-BMG-MOON15-3 Fallen Wonder | Show | ||
|
Notes:
Scroll, Rare |
||||||
| ☐ Whip +2 | rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
| ☐ Potion of Diminution | rare | Against the Giants-Hall of the Fire Giant King | Show | |||
|
Notes:
Potion, rare |
||||||
| ☐ Knave's Eye Patch | rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) You have advantage on Wisdom (Perception) checks that rely on sight. |
||||||
| ☐ Brazier of Commanding Fire Elementals | rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Wondrous Item, rare The brazier weighs 5 pounds. Notes: Summoning |
||||||
| ☐ Scroll of Power Word Stun | rare | Against the Giants-Hall of the Fire Giant King | Show | |||
| ☐ Tentacle Rod | rare | Against the Giants-Hall of the Fire Giant King | Against the Giants-Hall of the Fire Giant King | Show | ||
|
Notes:
Tentacle Rod |
||||||
| ☐ Scroll of Teleport | rare | Against the Giants-Hall of the Fire Giant King | Show | |||
| ☐ Scroll of Crown of Stars | rare | Against the Giants-Hall of the Fire Giant King | Show | |||