Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
☐ Elixir of Health (3 Doses)
rare
DDIA06-The Yawning Portal-The Sunless Citadel
DDIA06-The Yawning Portal-The Sunless Citadel
Show
Notes:
Potion, rare
When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
☐ Mace of Terror
rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
☐ Brazier of Commanding Fire Elementals
rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
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.
☐ Any Very Rare Item*
very_rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Must be found in the Dungeon Master’s Guide (DMG), Tasha’s
Cauldron of Everything (TCE), or Xanathar’s Guide to
Everything (XGE) and may not be an item that increases or
changes an ability score or grants any number of wishes
ideas
-Amulet of Devout +3
-Arcane Grimoire +3
-Candle of Evocation.
-Any plus 3 weapon
-Rhythm-Maker’s Drum +3
☐ Potion of Fire Resistance
uncommon
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Potion, uncommon
When you drink this potion, you gain resistance to fire damage for 1 hour.
☐ Rope of Entanglement
rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
☐ Ring of Telekinesis
very_rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
☐ Bronze Griffon Figurine of Wondrous Power
rare
DDHC-KGV 13 Fire and Darkness
DDHC-KGV 13 Fire and Darkness
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
☐ Any Rare Armor or Weapon
rare
DDHC-GOG-01 Giants of the Star Forge
DDHC-GOG-01 Giants of the Star Forge
Show
Notes:
Guidnace on the item that Theldin will craft:
Theldin’s Favor allows the character to select ANY rare armor or weapon from an AL legal source and is an item that's legal for that character's campaign. All relevant AL guidance relating to the legality of an item applies (Player's Guide, FAQ, etc).
☐ Mace of Disruption
rare
DDHC-CoS Curse of Strahd
Trade Log
Show
Notes:
Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Ioun Stone of Protection
uncommon
DDEX1-1 Defiance in Phlan
DDEX1-1 Defiance in Phlan
Show
☐ Potion of Healing
common
DDEX1-1 Defiance in Phlan
DDEX1-1 Defiance in Phlan
Show
☐ Tentacle Rod
rare
DDEP-DRW01 Assault on Myth Nantar
DDEP-DRW01 Assault on Myth Nantar T3
Show
Notes:
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.
☐ Potion of Greater Healing
rare
DDEP-DRW01 Assault on Myth Nantar
DDEP-DRW01 Assault on Myth Nantar T3
Show
☐ Staff of Thunder and Lightning
very_rare
DDEP-DRW01 Assault on Myth Nantar
DDEP-DRW01 Assault on Myth Nantar T3
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
☐ Frost Brand Scimitar
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
The Red Baron of Nelanther awarded these rime-coated scimitars to his most favored pirates. This item can be found in the Dungeon Master’s Guide.
☐ Ring of Shooting Stars
very_rare
DDEP05-02 The Ark of the Mountains
DDEP05-02 The Ark of the Mountains
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
This ring appears to be made of pure light with motes of twinkling radiance dancing around within. When used, rainbow-colored sparks dance around the wearer’s hand. This item can be found in the Dungeon Master’s Guide.
☐ Potion of Invisibility
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
Show
Notes:
Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
☐ Staff of Power
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
Show
Notes:
**Whoever is
attuned the staff is able to speak, read, and write Draconic
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.
Distance from Origin Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral
claw. The claw clutches a green dragon scale the size of a small plate engraved with the elven word for
“Oblivion”. The rune glows with a pale, green light and emits wisps of choking, caustic mist. Whoever is
attuned the staff is able to speak, read, and write Draconic. A description of this item can be found in
the Dungeon Master’s Guide.
☐ Skyfist (Dwarven Thrower)
very_rare
DDEP04 Reclamation of Phlan (T3 BroadSword)
DDEP04 Reclamation of Phlan (T3 BroadSword)
Show
Notes:
Weapon (warhammer), very rare (requires attunement by a Dwarf)
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 warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Elixir of Health (3 Doses) | rare | DDIA06-The Yawning Portal-The Sunless Citadel | DDIA06-The Yawning Portal-The Sunless Citadel | Show | ||
|
Notes:
Potion, rare |
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| ☐ Mace of Terror | rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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| ☐ Brazier of Commanding Fire Elementals | rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | 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. |
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| ☐ Any Very Rare Item* | very_rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Must be found in the Dungeon Master’s Guide (DMG), Tasha’s ideas |
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| ☐ Potion of Fire Resistance | uncommon | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Potion, uncommon When you drink this potion, you gain resistance to fire damage for 1 hour. |
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| ☐ Rope of Entanglement | rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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| ☐ Ring of Telekinesis | very_rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried. |
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| ☐ Bronze Griffon Figurine of Wondrous Power | rare | DDHC-KGV 13 Fire and Darkness | DDHC-KGV 13 Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. |
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| ☐ Any Rare Armor or Weapon | rare | DDHC-GOG-01 Giants of the Star Forge | DDHC-GOG-01 Giants of the Star Forge | Show | ||
|
Notes:
Guidnace on the item that Theldin will craft: |
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| ☐ Mace of Disruption | rare | DDHC-CoS Curse of Strahd | Trade Log | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Ioun Stone of Protection | uncommon | DDEX1-1 Defiance in Phlan | DDEX1-1 Defiance in Phlan | Show | ||
| ☐ Potion of Healing | common | DDEX1-1 Defiance in Phlan | DDEX1-1 Defiance in Phlan | Show | ||
| ☐ Tentacle Rod | rare | DDEP-DRW01 Assault on Myth Nantar | DDEP-DRW01 Assault on Myth Nantar T3 | Show | ||
|
Notes:
Rod, rare (requires attunement) |
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| ☐ Potion of Greater Healing | rare | DDEP-DRW01 Assault on Myth Nantar | DDEP-DRW01 Assault on Myth Nantar T3 | Show | ||
| ☐ Staff of Thunder and Lightning | very_rare | DDEP-DRW01 Assault on Myth Nantar | DDEP-DRW01 Assault on Myth Nantar T3 | Show | ||
|
Notes:
Staff, very rare (requires attunement) Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. |
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| ☐ Frost Brand Scimitar | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
|
Notes:
Weapon (scimitar), very rare (requires attunement) |
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| ☐ Ring of Shooting Stars | very_rare | DDEP05-02 The Ark of the Mountains | DDEP05-02 The Ark of the Mountains | Show | ||
|
Notes:
Ring, very rare (requires attunement outdoors at night) |
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| ☐ Potion of Invisibility | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ Staff of Power | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
**Whoever is 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. Distance from Origin Damage This staff is carved from a single piece of an unusual, purple wood and topped with a clenched, mithral |
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| ☐ Skyfist (Dwarven Thrower) | very_rare | DDEP04 Reclamation of Phlan (T3 BroadSword) | DDEP04 Reclamation of Phlan (T3 BroadSword) | Show | ||
|
Notes:
Weapon (warhammer), very rare (requires attunement by a Dwarf) Proficiency with a warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon. |
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