Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Brooch of the Elements
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder.
Arcane Barrtey
uncommon
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Woundrous Item, Uncommon
This smooth, oval stone is etched with faintly glowing magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediatly regains 1d4+1 expended charges and the battery loses its magic.
Mythallar Bracelet
common
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Common
Three small, crystal beads made from a decomissioned mythallar are strung on this leather bracelet. As a magic action, you can pluck one bead from the bracelet to gain Advantage on Strength (Athletics) checks for 1 minute.
A bead disappears immediatly after it's plucked. Once all three beads have been plucked, the bracelet loses its magic.
Brooch of the Elements
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence.
The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder.
Hat of Vortexes
uncommon
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain.
You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery.
Mask of Changed Apperance
common
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Common
This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour.
Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed.
Magen Handbell
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare
While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days.
Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk.
While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen.
Ring of Regeneration
very_rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if 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.
Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry
Mythallar Cloak
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn.
While wearing the cloak, you can take a Bonus Action and expend 1 charge to activate the cloaks magic. The magic lasts for 1 minute or until you end it early. (No action required.)
While the cloak's magic is active, you gain a fly speed of 30ft and can hover. Additionally, once on each of your turns when you hit a creature with an attack roll and deal damage, you can cause the tarket to take an extra 1d4 radiant damage. If you are aloft when the cloak's magic ends, you fall.
Boots of Speed
rare
DDHC-NF Netheril's Fall
DDHC-NF Netheril's Fall
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can take a Bonus Action to click the boots’ heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.
When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Battleaxe +1
uncommon
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Weapon (battleaxe), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Shield+1
uncommon
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Flame Tongue Longsword
rare
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Red Dragon Scale Mail
very_rare
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.
While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Ring of Spell Storing
rare
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Ring, Rare (Requires Attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
+2 Arcane Grimoire
rare
DDHC-KftGV- 05 - Tockworth's Clockworks
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
3 lb.
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Clockwork Amulet
common
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
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.
Stirring Dragon-Touched Focus
rare
DDHC -DD04 - For Whom the Void Calls
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement by a spellcaster)
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
+1 Spear
uncommon
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Weapon (Spear), uncommon
Simple weapon, melee weapon
3 lb.
1d6 Piercing
Thrown (20/60 ft.), Versatile (1d8)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon.
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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Bag of Devouring
very_rare
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Wondrous item, very rare
This bag resembles a Bag of Holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
| Name | Rarity | Location ▼ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Brooch of the Elements | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence. The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder. |
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| Arcane Barrtey | uncommon | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Woundrous Item, Uncommon This smooth, oval stone is etched with faintly glowing magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediatly regains 1d4+1 expended charges and the battery loses its magic. |
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| Mythallar Bracelet | common | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Common Three small, crystal beads made from a decomissioned mythallar are strung on this leather bracelet. As a magic action, you can pluck one bead from the bracelet to gain Advantage on Strength (Athletics) checks for 1 minute. A bead disappears immediatly after it's plucked. Once all three beads have been plucked, the bracelet loses its magic. |
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| Brooch of the Elements | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) The central jewel of this butterfly-shaped brooch swirls with multicolored iridescence. The brooch has 3 charges and regains all expended charges daily at dawn. As a Reaction when a creature you can see within 60 feet of you hits a target with an attack roll and deals damage, you can expend 1 charge and change one damage type the attack deals to one of the following damage types: Acid, Cold, Fire, Lightning, Poison or Thunder. |
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| Hat of Vortexes | uncommon | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) This hat has 3 charges and regains all expended charges daily at dawn. You can take a Magic Action and expend 1 charge while holding the hat to release a magical vortex from it. The vortex fills a 10ft cube originating from you and lasts for 1 hour. While the vortex is present, it's area is difficult terrain. You decide a vortex's visual details when you create it. For instance the vortex might be multicolored or glittery. |
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| Mask of Changed Apperance | common | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Common This jeweled mask has 3 charges. As a magic action, you can expend 1 charge and change your face's appearance. You can't make yourself look like a different person, but you can smooth or deepen your wrinkles, whiten your teeth, hide or accentuate bags under your eyes, or perform other minor cosmetic changes. While your appearance is changed, the mask has the Invisible condition. Your changed appearance lasts 1 hour. Regaining Charges. The mask regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a 1d20. On a 1 the mask explodes in a harmless cloud of sweet-swelling powder and is destroyed. |
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| Magen Handbell | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare While holding this brass handbell, you can take a Magic Action to ring it and summon a Terran Magen. The magen appears in an unoccupied space you choose within 30ft of yourself, understands your languages, obeys your commands, and takes its turn immediatly after you on your Initiative count. The magen disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The Bell can't be used this way again for 1d6 days. Berserk Magen. Whenever the magen summoned by this item starts its turn Bloodied roll a 1d6. On a 6 the magen goes berserk. While berserk, the magen no longer obeys your commands and you can't dismiss it as a Bonus Action. On each of its turns, the berserk magen attacks the nearest creature it can see. If no creature is near enough for the magen to move to and attack, the magen attacks an object. The magen remains berserk until it disappears or until a creature holding the handbell takes an influence action and succeeds on a DC 15 Persuasion check to regain control of the magen. |
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| Ring of Regeneration | very_rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Ring, very rare (requires attunement) Notes: Regain 1d6 Hit Points Every 10 Minutes, Regrow Lost Body Parts, Healing, Jewelry |
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| Mythallar Cloak | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) This electric-blue cloak is studded with sewn-in crystals that are shards of a decommissioned mythallar. The cloak has 10 charges and regains 1d10 expended charges daily at dawn. While wearing the cloak, you can take a Bonus Action and expend 1 charge to activate the cloaks magic. The magic lasts for 1 minute or until you end it early. (No action required.) While the cloak's magic is active, you gain a fly speed of 30ft and can hover. Additionally, once on each of your turns when you hit a creature with an attack roll and deal damage, you can cause the tarket to take an extra 1d4 radiant damage. If you are aloft when the cloak's magic ends, you fall. |
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| Boots of Speed | rare | DDHC-NF Netheril's Fall | DDHC-NF Netheril's Fall | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) When you’ve used the boots’ property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest. |
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| Battleaxe +1 | uncommon | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Weapon (battleaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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| Shield+1 | uncommon | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
| Flame Tongue Longsword | rare | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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| Red Dragon Scale Mail | very_rare | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Armor (scale mail), very rare (requires attunement) Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table). Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn. |
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| Ring of Spell Storing | rare | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | DDHC-KGV-10 Keys from the Golden Vault - Heart of Ashes | Show | ||
|
Notes:
Ring, Rare (Requires Attunement) Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| +2 Arcane Grimoire | rare | DDHC-KftGV- 05 - Tockworth's Clockworks | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a wizard) You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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| Clockwork Amulet | common | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | 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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| Stirring Dragon-Touched Focus | rare | DDHC -DD04 - For Whom the Void Calls | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a spellcaster) You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Metallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw. |
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| +1 Spear | uncommon | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Weapon (Spear), uncommon Thrown. If a weapon has the Thrown property, you can throw the weapon to make a ranged attack, and you can draw that weapon as part of the attack. If the weapon is a Melee weapon, use the same ability modifier for the attack and damage rolls that you use for a melee attack with that weapon. 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: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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| Bag of Devouring | very_rare | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Wondrous item, very rare The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. |
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