Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
+3 Amulet of the Devout
rare
DDAL-DRW11 Shadows In The Stacks
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin)
1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +2 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Staff of Healing
rare
CCC-DES-01-02 A Sanity Never Questioned
Show
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Thurumkhar
rare
FR-DC-FET-01 Vatras Besieged
FR-DC-FET-01 Vatras Besieged
Show
Notes:
Half Plate Armor +1 [Guardian]
Armor (Half Plate Armor), Rare
You have a +1 bonus to Armor Class while wearing this armor.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
This Armor was onced forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar. a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’.
Grûmsh Bryndrak (Glaive +2)
rare
FR-DC-FET-02 Vatras Abyss
FR-DC-FET-02 Vatras Abyss
Show
Notes:
Weapon (Glaive), Rare
Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre.
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
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. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light.
+2 Longbow
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon, rare
Martial weapon, ranged weapon
2 lb.
1d8 Piercing
Ammunition (Range 150/600 ft.; Arrow), Heavy, Two‑Handed
Mastery: Slow
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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.
Belt of Hill Giant Strength
rare
FR-DC-MIND Mindflayed Adventures
FR-DC-MIND Mindflayed Adventures
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.
Brazier of Commanding Fire Elementals
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - 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.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Luna Carnival Tote Bag
uncommon
WBW-DC-ZODIAC-01 Luna Park
Trade Log
Show
Notes:
Wondrous item, uncommon
5 lb.
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.
Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
“This silk bag is deep red with intricate embossed golden details
of clouds, lanterns, and flowers, and a full moon in the center.”
Language. The bearer can speak and understand Primordial
while the item is on the bearer’s person.
The Mind Fortress (ring of mind shielding)
uncommon
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light
Show
Notes:
Wondrous item, uncommon, table C
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication.
Flavour:
The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item.
The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item.
However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide.
Chest of Preserving
common
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
Show
Notes:
Wonderous Item, Common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
This item can be found in Waterdeep: Dungeon of the Mad Mage.
Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.
An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby.
Cast of Half Plate
common
FR-DC-MIND Mindflayed Adventures
FR-DC-MIND Mindflayed Adventures
Show
Notes:
Source: Xanathar's Guide to Everything
Armor (light, medium, or heavy), common
You can doff this armor as an action.
This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck.
Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light.
Dread Helm
common
FR-DC-FET-03 Vatras Fury
FR-DC-FET-03 Vatras Fury
Show
Notes:
Wondrous Item, Common
While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.
Chest of Preserving
common
FR-DC-FET-02 Vatras Abyss
FR-DC-FET-02 Vatras Abyss
Show
Notes:
Wondrous Item, Common
This chest was used by Clauthya to store the Memories of her victims.
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Rope of Mending
common
FR-DC-FET-01 Vatras Besieged
FR-DC-FET-01 Vatras Besieged
Show
Notes:
Wondrous Item, Common
This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Staff of Power
common
DDEP4 Reclamation of Phlan
DDEP4 Reclamation of Phlan
Show
Notes:
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard)
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cone of Cold
5
Fireball (level 5 version)
5
Globe of Invulnerability
6
Hold Monster
5
Levitate
2
Lightning Bolt (level 5 version)
5
Magic Missile
1
Ray of Enfeeblement
1
Wall of Force
5
Regaining Charges. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.
Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
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.
Clockwork Amulet
common
DDAL10-08 Volatile Thoughts
Show
Notes:
Wondrous item, common
This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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.
| Name | Rarity ▼ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| +3 Amulet of the Devout | rare | DDAL-DRW11 Shadows In The Stacks | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a cleric or paladin) While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn. |
||||||
| Staff of Healing | rare | CCC-DES-01-02 A Sanity Never Questioned | Show | |||
|
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Spell Charge Cost Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
||||||
| Thurumkhar | rare | FR-DC-FET-01 Vatras Besieged | FR-DC-FET-01 Vatras Besieged | Show | ||
|
Notes:
Half Plate Armor +1 [Guardian] Armor (Half Plate Armor), Rare You have a +1 bonus to Armor Class while wearing this armor. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. This Armor was onced forged by the Dwarves of the Earthsunder Clan. They named it Thurûmkhar. a combination of Thurûm (”thoughtfulness, wisdom“) and Khar (”eye, gaze"), which could mean ‘wise gaze’ or ‘mindful mind’. |
||||||
| Grûmsh Bryndrak (Glaive +2) | rare | FR-DC-FET-02 Vatras Abyss | FR-DC-FET-02 Vatras Abyss | Show | ||
|
Notes:
Weapon (Glaive), Rare Grûmsh Bryndrak war die Waffe des mächtigen Todesriesen “Clauthya”. Gesandt von der Rabenkönigin, um die Erinnerungen eines mächtigen Feindes einzufangen, rechnete sie nicht mit dem Eingreifen einer mutigen Gruppe von Abenteurern. Grûmsh Bryndrak setzt sich aus den Wörtern Grûmsh (gemeint ist der Schnitter oder die Schnitterklinge) und Bryndrak (der Leuchtende) zusammen. Es ist eine 7 Fuß lange Waffe, an deren Ende eine dunkle Klinge befestigt ist. Eine Waffe deren Macht dem Schnitter selbst würdig wäre. You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. 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. When activated, Grûmsh Bryndrak Blade glows in an unnatural purple light. |
||||||
| +2 Longbow | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
|
Notes:
Weapon, rare 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. |
||||||
| Belt of Hill Giant Strength | rare | FR-DC-MIND Mindflayed Adventures | FR-DC-MIND Mindflayed Adventures | Show | ||
|
Notes:
DMG'24 |
||||||
| Brazier of Commanding Fire Elementals | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - 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. |
||||||
| Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | |||
|
Notes:
Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
||||||
| Luna Carnival Tote Bag | uncommon | WBW-DC-ZODIAC-01 Luna Park | Trade Log | Show | ||
|
Notes:
Wondrous item, uncommon If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened. “This silk bag is deep red with intricate embossed golden details |
||||||
| The Mind Fortress (ring of mind shielding) | uncommon | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | CCC-GHC-BK2-06_Eye_of_Darkness_Heart_of_Light | Show | ||
|
Notes:
Wondrous item, uncommon, table C Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your Alignment, or know your Creature Type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become Invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for The Afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this Telepathic Communication. Flavour: The Mind Fortress is the remnants of an extradimensional location that served as the site of a ritual enacted by the alchemist Ravinan. Ravinan divided three aspects of his psyche, in an attempt to purify his soul, and collapsed this evil into a stone called the Eye of Darkness. The Mind Fortress then served as the extradimensional home for the stone until liberated by adventurers. After the stone was removed, the Mind Fortress shrank to a less-potent but still useful magical item. The Mind Fortress functions in all ways as a ring of mind shielding. The Mind Fortress still contains two portions of Rhys’s psyche (his center for rational thought, as well as his conscience). These mental remnants do not count as an actual soul for purposes of the ring, nor do they cause the Mind Fortress to act as an intelligent item. However, a DM might choose to have these aspects of Rhys’s psyche may affect the emotional state of the wearer or interact with the wearer during a dream or trance state. The Mind Fortress’s form is still highly mutable. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.This item can be found in the Dungeon Master’s Guide. |
||||||
| Chest of Preserving | common | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | Show | ||
|
Notes:
Wonderous Item, Common This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: “Thanks for restoring Elysium. You’ll always have a friend here. -Tarfen”. The chest glows when undead creatures are nearby. |
||||||
| Cast of Half Plate | common | FR-DC-MIND Mindflayed Adventures | FR-DC-MIND Mindflayed Adventures | Show | ||
|
Notes:
Source: Xanathar's Guide to Everything Armor (light, medium, or heavy), common You can doff this armor as an action. This armor seems completely alien to you, it was found on a dead wildspacer in a nautiloid wreck. Scary Beacon, the helm lamp of this suit seems to work but flickers every 2 minutes especially when in dark and scary places. It sheds otherwise 10ft bright and 10ft dim magical light. |
||||||
| Dread Helm | common | FR-DC-FET-03 Vatras Fury | FR-DC-FET-03 Vatras Fury | Show | ||
|
Notes:
Wondrous Item, Common While you’re wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow. |
||||||
| Chest of Preserving | common | FR-DC-FET-02 Vatras Abyss | FR-DC-FET-02 Vatras Abyss | Show | ||
|
Notes:
Wondrous Item, Common This chest was used by Clauthya to store the Memories of her victims. This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide and 1 foot tall with a half barrel lid. It weighs 25 pounds. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
||||||
| Rope of Mending | common | FR-DC-FET-01 Vatras Besieged | FR-DC-FET-01 Vatras Besieged | Show | ||
|
Notes:
Wondrous Item, Common This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
||||||
| Staff of Power | common | DDEP4 Reclamation of Phlan | DDEP4 Reclamation of Phlan | Show | ||
|
Notes:
Staff, Very Rare (Requires Attunement by a Sorcerer, Warlock, or Wizard) This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Retributive Strike. You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage. 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. |
||||||
| Clockwork Amulet | common | DDAL10-08 Volatile Thoughts | Show | |||
|
Notes:
Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming 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. |
||||||