Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Unbreakable Arrow
common
PO-BK-3-07 ON PIRATE'S HONOR
PO-BK-3-07 ON PIRATE'S HONOR
Show
Notes:
Ammunition, common
Minor tier
This arrow can't be broken, except when it is within an antimagic field.
Clockwork Amulet
common
BMG-MOON-MD-01 Reverie and Murder
BMG-MOON-MD-01 Reverie and Murder
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.
Instrument of Scribing
common
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Wondrous item, common (requires attunement)
This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours.
The instrument regains all expended charges daily at dawn.
Raven Queens Necklace of Prayer Beads
common
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
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.
1 Bead of Windwalking
2 Bead of Favor
2 Bless
1 Bead of Summons
Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it
While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them.
Sarions Spare Helmet
common
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property Language: Thayan
This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed?
Moon-Touched Scimitar
common
PO-BK-3-04 Dead in the Water
PO-BK-3-04 Dead in the Water
Show
Notes:
Weapon (martial, sword), common
In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
This item can be found in the Dungeon Master's Guide (2024).
The Snatch Key
common
FR-DC-MBM-01 Back To The Big Guy
FR-DC-MBM-01 Back To The Big Guy
Show
Notes:
The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch. You have a 5 percent chance of catching it, and it can open any lock into which it's inserted. Once it unlocks something, the key disappears.
Hat of Wizardry
common
FR-DC-MBM-02 Back To Blighty
FR-DC-MBM-02 Back To Blighty
Show
Notes:
Wondrous item, common (requires attunement by a wizard)
This cone-shaped hat is adorned with moons and stars.
While you are wearing it, you gain the following benefits:
Spellcasting Focus
You can use the hat as a Spellcasting Focus for your Wizard spells.
Unknown Spell
As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
History:
You shot this hat and it survived! Maybe it will help you survive as well.
Wand of Magic Missiles
common
PO-BK-3-03 Smoke on the Water
PO-BK-3-03 Smoke on the Water
Show
Notes:
Wand (arcane focus), uncommon
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Ring of Swimming
uncommon
A pirates life for me
PO-BK-3-01 A pirates life for me
Show
Notes:
Ring, uncommon
You have a swimming speed of 40 feet while wearing this ring.
Immovable Rod
uncommon
PO-BK-3-02 Shoreline Splunking
PO-BK-3-02 Shoreline Splunking
Show
Notes:
Rod, uncommon
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Rope Of Climbing
uncommon
PO-BK-3-04 Dead in the Water
PO-BK-3-04 Dead in the Water
Show
Notes:
Wondrous item, uncommon
Weight: 3
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope’s length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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..
This item can be found in the Dungeon Master's Guide (2024).
Cloak of Protection
uncommon
FR-DC-MBM-01 Back To The Big Guy
FR-DC-MBM-01 Back To The Big Guy
Show
Notes:
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Periapt of Wound Closure
uncommon
FR-DC-MBM-02 Back To Blighty
FR-DC-MBM-02 Back To Blighty
Show
Notes:
Wondrous item, uncommon (requires attunement)
1 lb.
While wearing this pendant, you gain the following benefits:
Life Preservation
Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost
Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Minor Property: Beacon
You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
History: A Halfling's Blessing
In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl.
Amus Fabulous Tales
uncommon
FR-DC-CTT Creepy Tavern Tales
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Amethyst Dragon Wing Longbow
rare
PO-BK-3-09 Isle of Death
PO-BK-3-09 Isle of Death
Show
Notes:
Weapon (Longbow), Rare (Requires Attunement)
The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of an amethyst dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 force damage.
If you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet.
This item can be found in Fizban’s Treasury of Dragons.
Vicious Halberd
rare
CCC-SVH01-02 Raven Lord's Aerie
Show
Notes:
DMG'24
p318
Weapon, rare
Martial weapon, melee weapon
6 lb.
1d10 Slashing
Heavy, Reach, Two‑Handed
Mastery: Cleave
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13.
Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn.
Devotee's Censer
rare
Dreams of the Red Wizards - We're All in This Together
Dreams of the Red Wizards - We're All in This Together
Show
Notes:
Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin)
The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn.
Damage: 1d8
Damage Type: Bludgeoning
Secondary Damage: 1d8
Secondary Damage Type: Radiant
Weight: 2
Bracer of Flying Daggers
rare
PO-BK-3-05 INTO THE SHINING SEA
PO-BK-3-05 INTO THE SHINING SEA
Show
Notes:
Wondrous item, rare (requires attunement)
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don't hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
Belt of Hill Giant Strength
rare
CCC-SFBAY-02-03 The Risen Minotaur Lord
Show
Notes:
DMG'24
p236
Wondrous item, rare (requires attunement)
While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Unbreakable Arrow | common | PO-BK-3-07 ON PIRATE'S HONOR | PO-BK-3-07 ON PIRATE'S HONOR | Show | ||
Notes:
Ammunition, common |
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Clockwork Amulet | common | BMG-MOON-MD-01 Reverie and Murder | BMG-MOON-MD-01 Reverie and Murder | Show | ||
Notes:
Wondrous item, common When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. |
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Instrument of Scribing | common | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
Notes:
Wondrous item, common (requires attunement) This musical instrument has 3 charges. While you are playing it, you can use an action to expend 1 charge from the instrument and write a magical message on a nonmagical object or surface that you can see within 30 feet of you. The message can be up to six words long and is written in a language you know. If you are a bard, you can scribe an additional seven words and choose to make the message glow faintly, allowing it to be seen in nonmagical darkness. Casting dispel magic on the message erases it. Otherwise, the message fades away after 24 hours. The instrument regains all expended charges daily at dawn. |
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Raven Queens Necklace of Prayer Beads | common | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | 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. 1 Bead of Windwalking 2 Bead of Favor 2 Bless 1 Bead of Summons Minor Property: Sentinel, the necklace is glowing in an eery purple color while undead are within 120ft of it While holding or wearing this necklace you feel numb towards the fate of undead, they are monsters which sheer existence goes against the natural order. Kill them without mercy. All of them. |
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Sarions Spare Helmet | common | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
Notes:
Wondrous item, common This fearsome steel helm makes your eyes glow red while you wear it. Minor Property Language: Thayan This dark helmet is usually used to bind mighty undead heroes into eternal servitude by powerful necromancers. Gladly for you this curse has been long lifted from this dreadful helmet. Everything that is left is the power to wield the language spoken by the would be master, which in this case seems to be Thayan, who guessed? |
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Moon-Touched Scimitar | common | PO-BK-3-04 Dead in the Water | PO-BK-3-04 Dead in the Water | Show | ||
Notes:
Weapon (martial, sword), common In darkness, the unsheathed blade of this scimitar sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Dungeon Master's Guide (2024). |
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The Snatch Key | common | FR-DC-MBM-01 Back To The Big Guy | FR-DC-MBM-01 Back To The Big Guy | Show | ||
Notes:
The mysterious key originates from a Quickling. The key has tiny wings and is exceptionally difficult to catch. You have a 5 percent chance of catching it, and it can open any lock into which it's inserted. Once it unlocks something, the key disappears. |
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Hat of Wizardry | common | FR-DC-MBM-02 Back To Blighty | FR-DC-MBM-02 Back To Blighty | Show | ||
Notes:
Wondrous item, common (requires attunement by a wizard) This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits: Unknown Spell Minor Property: Unbreakable |
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Wand of Magic Missiles | common | PO-BK-3-03 Smoke on the Water | PO-BK-3-03 Smoke on the Water | Show | ||
Notes:
Wand (arcane focus), uncommon This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Ring of Swimming | uncommon | A pirates life for me | PO-BK-3-01 A pirates life for me | Show | ||
Notes:
Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. |
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Immovable Rod | uncommon | PO-BK-3-02 Shoreline Splunking | PO-BK-3-02 Shoreline Splunking | Show | ||
Notes:
Rod, uncommon This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. |
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Rope Of Climbing | uncommon | PO-BK-3-04 Dead in the Water | PO-BK-3-04 Dead in the Water | Show | ||
Notes:
Wondrous item, uncommon Weight: 3 If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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.. This item can be found in the Dungeon Master's Guide (2024). |
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Cloak of Protection | uncommon | FR-DC-MBM-01 Back To The Big Guy | FR-DC-MBM-01 Back To The Big Guy | Show | ||
Notes:
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak. |
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Periapt of Wound Closure | uncommon | FR-DC-MBM-02 Back To Blighty | FR-DC-MBM-02 Back To Blighty | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this pendant, you gain the following benefits: Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. Natural Healing Boost Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores. Minor Property: Beacon You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. History: A Halfling's Blessing In an hour of need, the Halfling girl Wiprys Stonebead helped you by giving up her most precious possession: her family's heirloom and a symbol of their faith to the goddess Sheela Peryroyl. |
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Amus Fabulous Tales | uncommon | FR-DC-CTT Creepy Tavern Tales | FR-DC-CTT Creepy Tavern Tales | Show | ||
Notes:
Wondrous item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. |
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Amethyst Dragon Wing Longbow | rare | PO-BK-3-09 Isle of Death | PO-BK-3-09 Isle of Death | Show | ||
Notes:
Weapon (Longbow), Rare (Requires Attunement) The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of an amethyst dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 force damage. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Slow. If you hit a creature with this weapon and deal damage to it, you can reduce its Speed by 10 feet until the start of your next turn. If the creature is hit more than once by weapons that have this property, the Speed reduction doesn't exceed 10 feet. This item can be found in Fizban’s Treasury of Dragons. |
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Vicious Halberd | rare | CCC-SVH01-02 Raven Lord's Aerie | Show | |||
Notes:
DMG'24 Heavy. You have Disadvantage on attack rolls with a Heavy weapon if it's a Melee weapon and your Strength score isn't at least 13 or if it's a Ranged weapon and your Dexterity score isn't at least 13. Reach. A Reach weapon adds 5 feet to your reach when you attack with it, as well as when determining your reach for Opportunity Attacks with it. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. Mastery: Cleave. If you hit a creature with a melee attack roll using this weapon, you can make a melee attack roll with the weapon against a second creature within 5 feet of the first that is also within your reach. On a hit, the second creature takes the weapon's damage, but don't add your ability modifier to that damage unless that modifier is negative. You can make this extra attack only once per turn. |
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Devotee's Censer | rare | Dreams of the Red Wizards - We're All in This Together | Dreams of the Red Wizards - We're All in This Together | Show | ||
Notes:
Melee weapon (martial, flail), rare (requires attunement by a cleric or paladin) The rounded head of this flail is perforated with tiny holes, arranged in symbols and patterns. The flail counts as a holy symbol for you. When you hit with an attack using this magic flail, the target takes an extra 1d8 radiant damage. As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can't be used again until the next dawn. Damage: 1d8 |
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Bracer of Flying Daggers | rare | PO-BK-3-05 INTO THE SHINING SEA | PO-BK-3-05 INTO THE SHINING SEA | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Belt of Hill Giant Strength | rare | CCC-SFBAY-02-03 The Risen Minotaur Lord | Show | |||
Notes:
DMG'24 |