Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Potion of Heroism
rare
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
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.
☐ Potion of Speed
very_rare
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
Show
Notes:
Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
☐ Potion of Invulnerability
rare
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
Show
Notes:
Potion, rare
For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
☐ Rod of the Pact Keeper, +3
very_rare
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
Show
Notes:
Rod, varies (requires attunement by a Warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Bracers of Archery
uncommon
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3)
Show
Notes:
Wondrous Item, uncommon (requires attunement)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Animated Shield
common
DDEP05-02 The Ark of the Mountains (Tier 3)
DDEP05-02 The Ark of the Mountains (Tier 3)
Show
Potion of Supreme Healing x3
rare
DDEP05-02 The Ark of the Mountains (Tier 3)
DDEP05-02 The Ark of the Mountains (Tier 3)
Show
Ring of Shooting Stars
very_rare
DDEP05-02 The Ark of the Mountains (Tier 3)
DDEP05-02 The Ark of the Mountains (Tier 3)
Show
Notes:
attunement
Frostbrand Scimitar
very_rare
DDEP05-02 The Ark of the Mountains (Tier 3)
DDEP05-02 The Ark of the Mountains (Tier 3)
Show
☐ Helm of Comprehend Languages
uncommon
DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions
DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions
Show
Notes:
Wondrous Item, uncommon
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Notes: Communication, Headwear
☐ Bag of Holding
uncommon
DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme
DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme
Show
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, 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 to 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
☐ Radiance (Wand of the War Mage +1)
unique
DDHC-CandleKeep Mysteries-The Price of Beauty
DDHC-CandleKeep Mysteries-The Price of Beauty
Show
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster)
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Radiance is in the form of an exquisite golden hand mirror.
While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat
☐ Robe of Scintillating Colors
very_rare
DDHC-CM-Sarah of Yellowcrest Manor
DDHC-CM-Sarah of Yellowcrest Manor
Show
Notes:
Wondrous Item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Notes: Stunned, Control, Debuff, Outerwear
☐ Staff of Power
very_rare
DDHC-CoS-4
Service Hours Awards Applied
Show
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
☐ Bloodwell Vial +3
very_rare
DDHC-KGV 13 Fire and Darkness
Trade Log
Show
Notes:
Wondrous Item, varies (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
☐ Tome of Clear Thought
very_rare
DDHC-MORD-02
Service Rewards Applied
Show
Notes:
Wondrous item, very rare
This book contains memory and logic exercises, 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ 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)
☐ Spell Scroll of Tiny Hut
uncommon
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger
Show
Notes:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area.
Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside.
Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
- - (a small crystal bead)
☐ Spell Scroll Wall of Ice-Scribed into Spell Book
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 create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration.
If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save.
The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
- - (a small piece of quartz)
☐ Potion of Giant Size
legendary
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Potion, legendary
When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
When the effect ends, any hit points you have above your hit point maximum become temporary hit points.
This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
Notes: Buff, Shapechanging
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Heroism | rare | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Speed | very_rare | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Potion of Invulnerability | rare | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | Show | ||
|
Notes:
Potion, rare |
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| ☐ Rod of the Pact Keeper, +3 | very_rare | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | Show | ||
|
Notes:
Rod, varies (requires attunement by a Warlock) In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. RARITY BONUS |
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| ☐ Bracers of Archery | uncommon | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | DDAL-DRW-EP-03 When the Lights Went Out in Candlekeep (Tier 3) | Show | ||
|
Notes:
Wondrous Item, uncommon (requires attunement) |
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| Animated Shield | common | DDEP05-02 The Ark of the Mountains (Tier 3) | DDEP05-02 The Ark of the Mountains (Tier 3) | Show | ||
| Potion of Supreme Healing x3 | rare | DDEP05-02 The Ark of the Mountains (Tier 3) | DDEP05-02 The Ark of the Mountains (Tier 3) | Show | ||
| Ring of Shooting Stars | very_rare | DDEP05-02 The Ark of the Mountains (Tier 3) | DDEP05-02 The Ark of the Mountains (Tier 3) | Show | ||
|
Notes:
attunement |
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| Frostbrand Scimitar | very_rare | DDEP05-02 The Ark of the Mountains (Tier 3) | DDEP05-02 The Ark of the Mountains (Tier 3) | Show | ||
| ☐ Helm of Comprehend Languages | uncommon | DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions | DDHC-CandleKeep Mysteries-Mazfroth's Mighty Digressions | Show | ||
|
Notes:
Wondrous Item, uncommon Notes: Communication, Headwear |
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| ☐ Bag of Holding | uncommon | DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme | DDHC-CandleKeep Mysteries-Shemshime’s Bedtime Rhyme | Show | ||
|
Notes:
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, 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 to 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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| ☐ Radiance (Wand of the War Mage +1) | unique | DDHC-CandleKeep Mysteries-The Price of Beauty | DDHC-CandleKeep Mysteries-The Price of Beauty | Show | ||
|
Notes:
Wand, unknown rarity (requires attunement by a Spellcaster) While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. Notes: Bonus: Spell Attacks, Spellcaster, Buff, Combat |
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| ☐ Robe of Scintillating Colors | very_rare | DDHC-CM-Sarah of Yellowcrest Manor | DDHC-CM-Sarah of Yellowcrest Manor | Show | ||
|
Notes:
Wondrous Item, very rare (requires attunement) Notes: Stunned, Control, Debuff, Outerwear |
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| ☐ Staff of Power | very_rare | DDHC-CoS-4 | Service Hours Awards Applied | Show | ||
|
Notes:
Staff, very rare (requires attunement by a Sorcerer, Warlock, or Wizard) The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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| ☐ Bloodwell Vial +3 | very_rare | DDHC-KGV 13 Fire and Darkness | Trade Log | Show | ||
|
Notes:
Wondrous Item, varies (requires attunement by a sorcerer) In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn. RARITY BONUS |
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| ☐ Tome of Clear Thought | very_rare | DDHC-MORD-02 | Service Rewards Applied | Show | ||
|
Notes:
Wondrous item, very rare This book contains memory and logic exercises, 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 Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| ☐ 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.
|
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| ☐ Spell Scroll of Tiny Hut | uncommon | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | DDHC-Rime of the Frost Maiden-Chapter 6: Caves of Hunger | Show | ||
|
Notes:
A 10-foot-radius immobile dome of force springs into existence around and above you and remains stationary for the duration. The spell ends if you leave its area. Nine creatures of Medium size or smaller can fit inside the dome with you. The spell fails if its area includes a larger creature or more than nine creatures. Creatures and objects within the dome when you cast this spell can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can't extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. Until the spell ends, you can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
|
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| ☐ Spell Scroll Wall of Ice-Scribed into Spell Book | 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 create a wall of ice on a solid surface within range. You can form it into a hemispherical dome or a sphere with a radius of up to 10 feet, or you can shape a flat surface made up of ten 10-foot-square panels. Each panel must be contiguous with another panel. In any form, the wall is 1 foot thick and lasts for the duration. If the wall cuts through a creature's space when it appears, the creature within its area is pushed to one side of the wall and must make a Dexterity saving throw. On a failed save, the creature takes 10d6 cold damage, or half as much damage on a successful save. The wall is an object that can be damaged and thus breached. It has AC 12 and 30 hit points per 10-foot section, and it is vulnerable to fire damage. Reducing a 10-foot section of wall to 0 hit points destroys it and leaves behind a sheet of frigid air in the space the wall occupied. A creature moving through the sheet of frigid air for the first time on a turn must make a Constitution saving throw. That creature takes 5d6 cold damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, the damage the wall deals when it appears increases by 2d6, and the damage from passing through the sheet of frigid air increases by 1d6, for each slot level above 6th.
|
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| ☐ Potion of Giant Size | legendary | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Potion, legendary Everything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands. When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed. Notes: Buff, Shapechanging |
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