Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
☐ Ring of Regeneration
rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
☐ Ring of Regeneration
rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
☐ Ring of Spell Storing
rare
DDAL 04-08 The Broken One
DDAL 04-08 The Broken One
Show
Notes:
Ring, rare (requires attunement)
The ring it appears to be a plain gold band, though tarnished and chipped. When the wearer casts an arcane spell they feel cold and faint of breath (an unsettling experience that causes no damage or condition change). A character may attune to this item in 1 minute.
☐ Rod of Absorbtion
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Rod of Absorption
very_rare
CCC-HATMS02-02 Something Vile This Way Comes
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
The rod is a two-foot long rod of suth-wood, carved with various alchemical symbols.
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Saddle of the Cavalier
uncommon
CCC-GHC-BK2-01 Shadows of Rith Keep
Trade Log
Show
Notes:
Wondrous Item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
☐ Scroll of Bless
uncommon
DDHC-CoS Curse of Strahd-Death House
DDHC-CoS Curse of Strahd-Death House
Show
Notes:
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
- - (a sprinkling of holy water)
☐ Scroll of Circle of Death
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic 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 increases by 2d6 for each slot level above 6th.
☐ Scroll of Enhance Ability
uncommon
CCC-ALMOG-03 TALES03-01 Claws of Fury
CCC-ALMOG-03 TALES03-01 Claws of Fury
Show
Notes:
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends.
Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends.
Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles.
Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated.
Eagle's Splendor. The target has advantage on Charisma checks.
Fox's Cunning. The target has advantage on Intelligence checks.
Owl's Wisdom. The target has advantage on Wisdom checks.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
☐ Scroll of Forcecage
rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic.
☐ Scroll of Grasping Vine
uncommon
CCC-ALMOG-03 TALES03-01 Claws of Fury
CCC-ALMOG-03 TALES03-01 Claws of Fury
Show
Notes:
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine.
Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns.
☐ Scroll of Maddening Darkness
very_rare
DDAL-DRW-20 - The Death of Szass Tam
DDAL-DRW-20 - The Death of Szass Tam
Show
Notes:
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area.
Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one.
☐ Scroll of Magic Mouth
common
CCC-HATMS02-02 Something Vile This Way Comes
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message.
When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs.
The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
- - (a small bit of honeycomb and jade dust worth at least 10 gp, which the spell consumes)
☐ Scroll of Programmed Illusion
common
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature.
☐ Scroll of Protection from Fiends and Undead
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
☐ Scroll of Spiritual Weapon
uncommon
DDHC-CoS Curse of Strahd-Death House
DDHC-CoS Curse of Strahd-Death House
Show
Notes:
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.
As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.
The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
☐ Sentinel Shield
uncommon
DDAL-CGB Cloud Giant's Bargain
DDAL-CGB Cloud Giant's Bargain
Show
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
☐ Serpent Scale Armor
uncommon
Trade Log
Show
Notes:
Armor (scale mail), uncommon
This suit of magic armor is made from shimmering scales. While wearing it, you can apply your full Dexterity modifier (instead of a maximum of +2) when determining your Armor Class. In addition, this armor does not impose disadvantage on your Dexterity (Stealth) checks.
This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.
☐ Shield of the Silver Dragon (+2 Shield with +2 Initiative)
rare
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
☐ Shortsword +1
uncommon
DDHC-CoS Curse of Strahd
DDHC-CoS Curse of Strahd
Show
Notes:
+1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it.
The sword’s purpose is to fight evil. The sword has the following additional properties:
The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished.
A lawful good creature can attune itself to the sword in 1 minute.
While attuned to the weapon, the sword’s wielder can use the sword to cast the crusader’s mantle spell. Once used, this property of the sword can’t be used again until the next dawn.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Ring of Regeneration | rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Ring, very rare (requires attunement) |
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| ☐ Ring of Regeneration | rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
| ☐ Ring of Spell Storing | rare | DDAL 04-08 The Broken One | DDAL 04-08 The Broken One | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Rod of Absorbtion | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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| ☐ Rod of Absorption | very_rare | CCC-HATMS02-02 Something Vile This Way Comes | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
The rod is a two-foot long rod of suth-wood, carved with various alchemical symbols. Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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| ☐ Saddle of the Cavalier | uncommon | CCC-GHC-BK2-01 Shadows of Rith Keep | Trade Log | Show | ||
|
Notes:
Wondrous Item, uncommon While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. |
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| ☐ Scroll of Bless | uncommon | DDHC-CoS Curse of Strahd-Death House | DDHC-CoS Curse of Strahd-Death House | Show | ||
|
Notes:
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
|
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| ☐ Scroll of Circle of Death | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
A sphere of negative energy ripples out in a 60-foot-radius sphere from a point within range. Each creature in that area must make a Constitution saving throw. A target takes 8d6 necrotic 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 increases by 2d6 for each slot level above 6th. |
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| ☐ Scroll of Enhance Ability | uncommon | CCC-ALMOG-03 TALES03-01 Claws of Fury | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | ||
|
Notes:
You touch a creature and bestow upon it a magical enhancement. Choose one of the following effects; the target gains that effect until the spell ends. Bear's Endurance. The target has advantage on Constitution checks. It also gains 2d6 temporary hit points, which are lost when the spell ends. Bull's Strength. The target has advantage on Strength checks, and his or her carrying capacity doubles. Cat's Grace. The target has advantage on Dexterity checks. It also doesn't take damage from falling 20 feet or less if it isn't incapacitated. Eagle's Splendor. The target has advantage on Charisma checks. Fox's Cunning. The target has advantage on Intelligence checks. Owl's Wisdom. The target has advantage on Wisdom checks. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
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| ☐ Scroll of Forcecage | rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Casting Time: 1 action Range: 100 feet Components: V, S, M (ruby dust worth 1,500 gp) Duration: 1 hour An immobile, invisible, cube-shaped prison composed of magical force springs into existence around an area you choose within range. The prison can be a cage or a solid box, as you choose. A prison in the shape of a cage can be up to 20 feet on a side and is made from 1/2-inch diameter bars spaced 1/2 inch apart. A prison in the shape of a box can be up to 10 feet on a side, creating a solid barrier that prevents any matter from passing through it and blocking any spells cast into or out from the area. When you cast the spell, any creature that is completely inside the cage's area is trapped. Creatures only partially within the area, or those too large to fit inside the area, are pushed away from the center of the area until they are completely outside the area. A creature inside the cage can't leave it by nonmagical means. If the creature tries to use teleportation or interplanar travel to leave the cage, it must first make a Charisma saving throw. On a success, the creature can use that magic to exit the cage. On a failure, the creature can't exit the cage and wastes the use of the spell or effect. The cage also extends into the Ethereal Plane, blocking ethereal travel. This spell can't be dispelled by dispel magic. |
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| ☐ Scroll of Grasping Vine | uncommon | CCC-ALMOG-03 TALES03-01 Claws of Fury | CCC-ALMOG-03 TALES03-01 Claws of Fury | Show | ||
|
Notes:
You conjure a vine that sprouts from the ground in an unoccupied space of your choice that you can see within range. When you cast this spell, you can direct the vine to lash out at a creature within 30 feet of it that you can see. That creature must succeed on a Dexterity saving throw or be pulled 20 feet directly toward the vine. Until the spell ends, you can direct the vine to lash out at the same creature or another one as a bonus action on each of your turns. |
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| ☐ Scroll of Maddening Darkness | very_rare | DDAL-DRW-20 - The Death of Szass Tam | DDAL-DRW-20 - The Death of Szass Tam | Show | ||
|
Notes:
Magical darkness spreads from a point you choose within range to fill a 60-foot-radius sphere until the spell ends. The darkness spreads around corners. A creature with darkvision can’t see through this darkness. Nonmagical light, as well as light created by spells of 8th level or lower, can’t illuminate the area. Shrieks, gibbering, and mad laughter can be heard within the sphere. Whenever a creature starts its turn in the sphere, it must make a Wisdom saving throw, taking 8d8 psychic damage on a failed save, or half as much damage on a successful one. |
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| ☐ Scroll of Magic Mouth | common | CCC-HATMS02-02 Something Vile This Way Comes | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
You implant a message within an object in range, a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn't being worn or carried by another creature. Then speak the message, which must be 25 words or less, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver your message. When that circumstance occurs, a magical mouth appears on the object and recites the message in your voice and at the same volume you spoke. If the object you chose has a mouth or something that looks like a mouth (for example, the mouth of a statue), the magical mouth appears there so that the words appear to come from the object's mouth. When you cast this spell, you can have the spell end after it delivers its message, or it can remain and repeat its message whenever the trigger occurs. The triggering circumstance can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the object. For example, you could instruct the mouth to speak when any creature moves within 30 feet of the object or when a silver bell rings within 30 feet of it.
|
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| ☐ Scroll of Programmed Illusion | common | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
6th-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece and jade dust worth at least 25 gp) Duration: Until dispelled You create an illusion of an object, a creature, or some other visible phenomenon within range that activates when a specific condition occurs. The illusion is imperceptible until then. It must be no larger than a 30-foot cube, and you decide when you cast the spell how the illusion behaves and what sounds it makes. This scripted performance can last up to 5 minutes. When the condition you specify occurs, the illusion springs into existence and performs in the manner you described. Once the illusion finishes performing, it disappears and remains dormant for 10 minutes. After this time, the illusion can be activated again. The triggering condition can be as general or as detailed as you like, though it must be based on visual or audible conditions that occur within 30 feet of the area. For example, you could create an illusion of yourself to appear and warn off others who attempt to open a trapped door, or you could set the illusion to trigger only when a creature says the correct word or phrase. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and any noise it makes sounds hollow to the creature. |
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| ☐ Scroll of Protection from Fiends and Undead | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. |
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| ☐ Scroll of Spiritual Weapon | uncommon | DDHC-CoS Curse of Strahd-Death House | DDHC-CoS Curse of Strahd-Death House | Show | ||
|
Notes:
You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd. |
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| ☐ Sentinel Shield | uncommon | DDAL-CGB Cloud Giant's Bargain | DDAL-CGB Cloud Giant's Bargain | Show | ||
|
Notes:
Armor (shield), uncommon While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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| ☐ Serpent Scale Armor | uncommon | Trade Log | Show | |||
|
Notes:
Armor (scale mail), uncommon This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets. |
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| ☐ Shield of the Silver Dragon (+2 Shield with +2 Initiative) | rare | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
| ☐ Shortsword +1 | uncommon | DDHC-CoS Curse of Strahd | DDHC-CoS Curse of Strahd | Show | ||
|
Notes:
+1 shortsword (Intelligence 11, Wisdom 13, Charisma 13). It has hearing and normal vision out to a range of 120 feet. It communicates by transmitting emotion to the creature carrying or wielding it. The sword continually sheds bright light in a 15-foot radius and dim light for an additional 15 feet. Only by destroying the sword can this light be extinguished. |
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