Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
☐ Potion of Vitality
very_rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
Potion, very rare
When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable
☐ Spell Scroll of Greater Restoration
very_rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
Show
Notes:
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target:
One effect that charmed or petrified the target
One curse, including the target's attunement to a cursed magic item
Any reduction to one of the target's ability scores
One effect reducing the target's hit point maximum
* - (diamond dust worth at least 100 gp, which the spell consumes)
☐ 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
☐ Ioun Stone of Mastery
legendary
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
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.
Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
☐ Potion of Mind Control (Beast)
very_rare
DRW-DDEP04-Tears Among the Stars
DRW-DDEP04-Tears Among the Stars
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 …
Mind control (monster)
Very rare
Notes: Control, Consumable
☐ Bapar Ghalmrin's Imperishable Ark (Chest of Preserving)
common
FR-DC-LIGA-01 - Wyrmwell Flame
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This copper-plated chest has gold stripes and a magical painting of dwarves feasting in a hall. When the chest is empty of food, the dwarves look sad. When the chest is full of food, the dwarves smile happily. Interestingly, this chest never gets dirty.
☐ Araelathila (Elven Thrower)
very_rare
FR-DC-LIGA-01 - Wyrmwell Flame
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
Weapon (spear), very rare (requires attunement by a Elf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Potion of Fire Resistance
rare
FR-DC-LIGA-01 - Wyrmwell Flame
FR-DC-LIGA-01 - Wyrmwell Flame
Show
Notes:
When you drink this potion, you gain resistance to fire damage for 1 hour.
☐ Enduring Spellbook
common
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:
Wondrous Item, common
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
☐ 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
☐ Quaal's Feather Token (Bird)
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:
Wondrous Item, varies
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action.
Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action.
Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage.
As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition.
Roll Table to VTT
Quaal’s Feather Tokens
1d100 Token Rarity
01-20 Anchor Uncommon
21-35 Bird Rare
36-50 Fan Uncommon
51-65 Swan boat Rare
66-90 Tree Uncommon
91-00 Whip Rare
☐ Mind Crystal (Quickening)
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:
Wondrous Item, varies
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.
Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell.
Distant (Uncommon). If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet.
Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls.
Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours.
Heightened (Rare). Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell.
Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting.
Subtle (Common). You cast the spell without any somatic or verbal components for this casting.
☐ Spell Scroll of Flame Strike
common
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:
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one.
Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5.
☐ +1 Wand of the War Mage
uncommon
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection
Show
☐ +1 Ring of Protection
rare
Renown Item
Renown Items: +1 Wand of the War Mage; +1 Ring of Protection
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.
☐ Wand of the War Mage, +3
very_rare
Trade Corvus Drayven
Trade Log
Show
Notes:
Wand, varies (requires attunement by a Spellcaster)
While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.
RARITY BONUS
Uncommon +1
Rare +2
Very Rare +3
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Vitality | very_rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
Potion, very rare Notes: Cures Disease, Removes Poison, Max HP from Hit Dice, Healing, Consumable |
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| ☐ Spell Scroll of Greater Restoration | very_rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | Show | ||
|
Notes:
You imbue a creature you touch with positive energy to undo a debilitating effect. You can reduce the target's exhaustion level by one, or end one of the following effects on the target: One effect that charmed or petrified the target |
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| ☐ 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. |
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| ☐ Ioun Stone of Mastery | legendary | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | 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. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. |
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| ☐ Potion of Mind Control (Beast) | very_rare | DRW-DDEP04-Tears Among the Stars | DRW-DDEP04-Tears Among the Stars | 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 … Mind control (monster) Very rare Notes: Control, Consumable |
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| ☐ Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) | common | FR-DC-LIGA-01 - Wyrmwell Flame | FR-DC-LIGA-01 - Wyrmwell Flame | Show | ||
|
Notes:
Bapar Ghalmrin's Imperishable Ark (Chest of Preserving) Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This copper-plated chest has gold stripes and a magical painting of dwarves feasting in a hall. When the chest is empty of food, the dwarves look sad. When the chest is full of food, the dwarves smile happily. Interestingly, this chest never gets dirty. |
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| ☐ Araelathila (Elven Thrower) | very_rare | FR-DC-LIGA-01 - Wyrmwell Flame | FR-DC-LIGA-01 - Wyrmwell Flame | Show | ||
|
Notes:
Weapon (spear), very rare (requires attunement by a Elf) You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Potion of Fire Resistance | rare | FR-DC-LIGA-01 - Wyrmwell Flame | FR-DC-LIGA-01 - Wyrmwell Flame | Show | ||
|
Notes:
When you drink this potion, you gain resistance to fire damage for 1 hour. |
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| ☐ Enduring Spellbook | common | 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:
Wondrous Item, common |
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| ☐ 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 |
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| ☐ Quaal's Feather Token (Bird) | 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:
Wondrous Item, varies Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. Bird (Rare). You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can’t attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Fan (Uncommon). If you are on a boat or ship, you can take a Magic action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a strong wind. This wind can fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action. Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can take a Magic action while on the boat to command it to move or to turn up to 90 degrees. The boat remains for 24 hours and then disappears. You can dismiss the boat as a Magic action. Tree (Uncommon). You must be outdoors to use this token. You can take a Magic action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Whip (Rare). You can take a Magic action to throw the token to a point within 10 feet of yourself. The token disappears, and a floating whip takes its place. You can then take a Bonus Action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 Force damage. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition. Roll Table to VTT |
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| ☐ Mind Crystal (Quickening) | 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:
Wondrous Item, varies 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. Careful (Uncommon). Choose up to three creatures affected by the spell. The chosen creatures automatically succeed on their saving throws against the spell. Distant (Uncommon). If the spell has a range of 5 feet or more and doesn’t have a range of self, the spell’s range increases by 100 feet. If the spell has a range of touch, its range becomes 30 feet. Empowered (Uncommon). When you roll damage for the spell, you can reroll up to three damage dice. You must use the new rolls. Extended (Uncommon). If the spell has a duration of 1 minute or longer, double the spell’s duration, to a maximum duration of 24 hours. Heightened (Rare). Choose one creature affected by the spell. That creature has disadvantage on the first saving throw it makes against the spell. Quickened (Rare). You change the spell’s casting time to 1 bonus action for this casting. Subtle (Common). You cast the spell without any somatic or verbal components for this casting. |
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| ☐ Spell Scroll of Flame Strike | common | 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:
A vertical column of brilliant fire roars down from above. Each creature in a 10-foot-radius, 40-foot-high Cylinder centered on a point within range makes a Dexterity saving throw, taking 5d6 Fire damage and 5d6 Radiant damage on a failed save or half as much damage on a successful one. Using a Higher-Level Spell Slot. The Fire damage and the Radiant damage increase by 1d6 for each spell slot level above 5. |
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| ☐ +1 Wand of the War Mage | uncommon | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection | Show | ||
| ☐ +1 Ring of Protection | rare | Renown Item | Renown Items: +1 Wand of the War Mage; +1 Ring of Protection | 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. |
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| ☐ Wand of the War Mage, +3 | very_rare | Trade Corvus Drayven | Trade Log | Show | ||
|
Notes:
Wand, varies (requires attunement by a Spellcaster) RARITY BONUS |
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