Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Dread Helm
common
la guilde
DC-POA-HARM-01-01-First Time for Everything
Show
Notes:
Wondrous item, minor tier, common
This fearsome helm fashioned from a white wyrmling dragon’s skull makes your eyes glow white while you wear it. This item is found in the Xanathar’s Guide to Everything.
The skull is cracked, chipped, and aged as if from deterioration over a thousand years. Regardless of their actual age, the wearer of this helm has the paradoxical paranoia that they will both never live to see old age and that they have completely wasted all of their youth.
Bracers of Archery
uncommon
la guilde
DC-POA-HARM-01-01-First Time for Everything
Show
Notes:
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. This item is found in the Dungeon Master’s Guide
These bracers are fashioned out of dozens of overlapping watches, clocks, and timepieces. Each clock face ticks at a different speed and some even tick backwards. The wearer is able to see glimpses of their target’s immediate future, allowing for more deadly precision. When the user rolls a critical hit, all of the clocks hit 9:45 simultaneously, their hands pointing towards the target of the attack.
Boots of False Tracks
common
la guilde
DC-POA-HARM-01-02 -Time Flies When You’re Delving Dungeons
Show
Notes:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. This item is found in the Xanathar’s Guide to Everything.
These boots look and feel as if they are made out of thin white cloth, but they retain heat and block out moisture as effectively as sealskin. When pulled up, these boots stretch up to the wearer’s upper thighs.
When using the magical property of these boots, the pattern on the outside of the boots changes each time the wearer changes what tracks they leave; example patterns include stripes, flannel, polka dots, and solid colors.
[SA] Une guerre sans fin
common
DC-POA-HARM-01-03-Killing Time
Show
Notes:
Votre périple à travers le temps a attisé la haine que se voue le professeur Asureyan et l'Ancien Serpersiffleur, le conflit entre le scientifique et le barde ne fait que commencer. Vous pouvez être sur qu'à un moment ou un autre, hier ou demain, vous les recroiserez...
Lantern of tracking (aberrations)
common
DC-POA-HARM-01-03-Killing Time
Show
Notes:
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. This item is found in Icewind Dale: Rime of the Frostmaiden.
This lantern is set to track aberrations and is made from the desiccated corpse of a purple gazer. When detecting aberrations, the mouth of the gazer curls in a sinister smile.
Psi Crystal
uncommon
DC-POA-HARM-01-03-Killing Time
Show
Notes:
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table, below). This item is found in Icewind Dale: Rime of the Frostmaiden.
This crystal is mirrored on all sides; when a creature peers into the crystal, they see alternate versions of themselves from other timelines reflected in the crystal’s facets. There is always at least one reflection wearing a funny hat.
[SA] Des conséquences de jouer avec les temps
common
DC-POA-HARM-01-03-Killing Time
Show
Notes:
s'est aventuré dans le labyrinthe du temps, il s'y est égaré et en est revenu trop tôt. Son arrivée a précédée son départ, créant ainsi une divergence temporelle. XXX est l'original, quelque part dans faerun, un double de lui plus jeune d'un jour, et sans l'expérience gagné, s'est aventuré à Easthaven mais a peut être fait un choix différent...
Vous pouvez continuer à jouer avec ce personnage, et en créer un double qui redémarre au niveau que vous aviez lors de votre arrivée à Easthaven, les deux personnages peuvent coexister (il y a la version A et la version B) mais ne doivent jamais se croiser. Les deux versions peuvent être complètement différente (sous-classes, feats, sorts, roleplay) puisque l'une d'entre elles n'a pas vécu les mêmes événements. Bien entendu, seule la version A, bénéficie des récompenses de cette aventure, la version B vivra ses propres aventures...
Necklace of Prayer Beads
rare
CCC-BFG01-01 A House Divided
Show
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
Sort disponible : 1 bless, 2 Cure wounds, 1 Lesser restoration ,2 Greater restoration
(6 perles restantes)
Crystal Blade (Rapier)
rare
CCC-BFG01-01 A House Divided
Show
Notes:
attuenement
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
FLUF : La Lame de cette épée à était forgée dans un cristal clair et luminescent, qui semble toujours scintiller d'une douce lumière argentée. La lame est finement ciselée, avec des motifs gravés de croissants de lune, d'étoiles filantes et symboles célestes liés à Sélûne. Sa garde est composée d'argent poli et ses poignées sont recouvertes d'un cuir blanc immaculé, symbolisant la pureté divine de la déesse de la lune.
L'arme, forgée par les forgerons mystiques de l'Ordre de Sélûne, est non seulement un symbole sacré pour ceux qui la manient, mais aussi un outil de purification des forces des ténèbres. Elle est souvent confiée aux champions ou aux prêtres de Sélûne qui se battent pour repousser les créatures des ombres et les forces de Shar...
PETIT PLUS : Celui ou celle qui obtient cette arme est considérés comme un champion de Sélûne, Bien entendu le temple de Thentia aura approuvé l'acquisition de l'arme et fait de vous un champion de la déesse lunaire. Donc tout clerc ou paladin de Sélûne pourront reconnaitre l'arme et donc connaitre le titre de son porteur. (selon l'accord du MJ).
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Dread Helm | common | la guilde | DC-POA-HARM-01-01-First Time for Everything | Show | ||
Notes:
Wondrous item, minor tier, common This fearsome helm fashioned from a white wyrmling dragon’s skull makes your eyes glow white while you wear it. This item is found in the Xanathar’s Guide to Everything. The skull is cracked, chipped, and aged as if from deterioration over a thousand years. Regardless of their actual age, the wearer of this helm has the paradoxical paranoia that they will both never live to see old age and that they have completely wasted all of their youth. |
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Bracers of Archery | uncommon | la guilde | DC-POA-HARM-01-01-First Time for Everything | Show | ||
Notes:
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. This item is found in the Dungeon Master’s Guide These bracers are fashioned out of dozens of overlapping watches, clocks, and timepieces. Each clock face ticks at a different speed and some even tick backwards. The wearer is able to see glimpses of their target’s immediate future, allowing for more deadly precision. When the user rolls a critical hit, all of the clocks hit 9:45 simultaneously, their hands pointing towards the target of the attack. |
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Boots of False Tracks | common | la guilde | DC-POA-HARM-01-02 -Time Flies When You’re Delving Dungeons | Show | ||
Notes:
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. This item is found in the Xanathar’s Guide to Everything. These boots look and feel as if they are made out of thin white cloth, but they retain heat and block out moisture as effectively as sealskin. When pulled up, these boots stretch up to the wearer’s upper thighs. When using the magical property of these boots, the pattern on the outside of the boots changes each time the wearer changes what tracks they leave; example patterns include stripes, flannel, polka dots, and solid colors. |
||||||
[SA] Une guerre sans fin | common | DC-POA-HARM-01-03-Killing Time | Show | |||
Notes:
Votre périple à travers le temps a attisé la haine que se voue le professeur Asureyan et l'Ancien Serpersiffleur, le conflit entre le scientifique et le barde ne fait que commencer. Vous pouvez être sur qu'à un moment ou un autre, hier ou demain, vous les recroiserez... |
||||||
Lantern of tracking (aberrations) | common | DC-POA-HARM-01-03-Killing Time | Show | |||
Notes:
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however. This item is found in Icewind Dale: Rime of the Frostmaiden. This lantern is set to track aberrations and is made from the desiccated corpse of a purple gazer. When detecting aberrations, the mouth of the gazer curls in a sinister smile. |
||||||
Psi Crystal | uncommon | DC-POA-HARM-01-03-Killing Time | Show | |||
Notes:
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table, below). This item is found in Icewind Dale: Rime of the Frostmaiden. This crystal is mirrored on all sides; when a creature peers into the crystal, they see alternate versions of themselves from other timelines reflected in the crystal’s facets. There is always at least one reflection wearing a funny hat. |
||||||
[SA] Des conséquences de jouer avec les temps | common | DC-POA-HARM-01-03-Killing Time | Show | |||
Notes:
s'est aventuré dans le labyrinthe du temps, il s'y est égaré et en est revenu trop tôt. Son arrivée a précédée son départ, créant ainsi une divergence temporelle. XXX est l'original, quelque part dans faerun, un double de lui plus jeune d'un jour, et sans l'expérience gagné, s'est aventuré à Easthaven mais a peut être fait un choix différent... Vous pouvez continuer à jouer avec ce personnage, et en créer un double qui redémarre au niveau que vous aviez lors de votre arrivée à Easthaven, les deux personnages peuvent coexister (il y a la version A et la version B) mais ne doivent jamais se croiser. Les deux versions peuvent être complètement différente (sous-classes, feats, sorts, roleplay) puisque l'une d'entre elles n'a pas vécu les mêmes événements. Bien entendu, seule la version A, bénéficie des récompenses de cette aventure, la version B vivra ses propres aventures... |
||||||
Necklace of Prayer Beads | rare | CCC-BFG01-01 A House Divided | Show | |||
Notes:
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. Sort disponible : 1 bless, 2 Cure wounds, 1 Lesser restoration ,2 Greater restoration (6 perles restantes) |
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Crystal Blade (Rapier) | rare | CCC-BFG01-01 A House Divided | Show | |||
Notes:
attuenement The sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt. While you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light. FLUF : La Lame de cette épée à était forgée dans un cristal clair et luminescent, qui semble toujours scintiller d'une douce lumière argentée. La lame est finement ciselée, avec des motifs gravés de croissants de lune, d'étoiles filantes et symboles célestes liés à Sélûne. Sa garde est composée d'argent poli et ses poignées sont recouvertes d'un cuir blanc immaculé, symbolisant la pureté divine de la déesse de la lune. L'arme, forgée par les forgerons mystiques de l'Ordre de Sélûne, est non seulement un symbole sacré pour ceux qui la manient, mais aussi un outil de purification des forces des ténèbres. Elle est souvent confiée aux champions ou aux prêtres de Sélûne qui se battent pour repousser les créatures des ombres et les forces de Shar... PETIT PLUS : Celui ou celle qui obtient cette arme est considérés comme un champion de Sélûne, Bien entendu le temple de Thentia aura approuvé l'acquisition de l'arme et fait de vous un champion de la déesse lunaire. Donc tout clerc ou paladin de Sélûne pourront reconnaitre l'arme et donc connaitre le titre de son porteur. (selon l'accord du MJ). |