Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Dizzys Ring
uncommon
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
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 take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, 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.
Gem of Brightnes
uncommon
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, Uncommon
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:
First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem.
Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word.
When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
Gauntlets of Ogre Power
uncommon
DDAL05-12 Bad Business in Parnast
Trade Log
Show
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
+1 Amulet of the Devout
uncommon
LvL 5 Award
Charakter Progression
Show
Notes:
Wondrous item, uncommon (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 +1 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.
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.
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.
+1 Shield
uncommon
FR-AiF-02-Tomb of Damara
FR-AiF-02-Tomb of Damara
Show
Notes:
Shield (shield), uncommon
6 lb.
AC +2
While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.
+1 Longsword
uncommon
FR-AiF-02-Tomb of Damara
FR-AiF-02-Tomb of Damara
Show
Notes:
Weapon (Longsword), uncommon
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +1 bonus to attack and damage rolls made with this magic 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.
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
Baba Yaga's Dancing Broom
uncommon
DDHC -DD02 - Baker's Doesn't
Trade Log
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
The archfey Baba Yaga crafted many of these magic brooms.
No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control.
The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.
On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don’t have the Incapacitated condition (no action required). You decide what action the broom takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points, it regains all of them.
Circlet of Blasting
uncommon
DC-PoA The More You Know Under Ice And Snow
Show
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
You create three rays of fire and hurl them at targets within range. You can hurl them at one target or several.
Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage.
Mithral Breastplate
uncommon
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Medium armor (breastplate), uncommon
20 lb.
AC 14 + Dex (max 2)
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.
If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
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.
+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.
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.
Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Ivory Goats Figurine of Wondrous Power
rare
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Wondrous Item, Rare
These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat.
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed.
Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges.
Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed.
Opal of the Ild Rune
rare
DDAL05-11 Forgotten Traditions
DDAL05-11 Forgotten Traditions
Show
Notes:
Wondrous item, rare (requires attunement)
This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B.
Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
Fire’s Friend. You have resistance to cold damage.
Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Rogue's Mantle
rare
BMG-DRW-KS01 The Thief of Thay
BMG-DRW-KS01 The Thief of Thay
Show
Notes:
Wondrous Item, rare (requires attunement)
"Worn and frayed at the ends, this dirty gray cloak keeps its wearer warm in cold weather. It smells of basil and sage."
This dark, hooded mantle of thick cloth is infused with secretive and deceptive magic. While wearing it, you gain the following benefits:
Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead.
Move in Shadows. While you are in dim light or darkness, you can use a bonus action to teleport, along with anything you are wearing or carrying, up to 30 feet to an unoccupied space you can see that is also in dim light or darkness. You then have advantage on the first melee attack you make before the end of the turn.
Willful Enmity. You can cast the Antagonize spell (save DC 15) from the mantle. Once the mantle has cast the spell, it can’t cast the spell again until the next dawn.
Gem of Seeing
rare
SJ-DC-HIPS Hiding in Plain Sight
SJ-DC-HIPS Hiding in Plain Sight
Show
Notes:
Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Dizzys Ring | uncommon | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Ring, Uncommon (Requires Attunement) You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, 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. |
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| Gem of Brightnes | uncommon | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous Item, Uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP. |
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| Gauntlets of Ogre Power | uncommon | DDAL05-12 Bad Business in Parnast | Trade Log | Show | ||
|
Notes:
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them. |
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| +1 Amulet of the Devout | uncommon | LvL 5 Award | Charakter Progression | Show | ||
|
Notes:
Wondrous item, uncommon (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. |
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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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| 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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| +1 Shield | uncommon | FR-AiF-02-Tomb of Damara | FR-AiF-02-Tomb of Damara | Show | ||
|
Notes:
Shield (shield), uncommon |
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| +1 Longsword | uncommon | FR-AiF-02-Tomb of Damara | FR-AiF-02-Tomb of Damara | Show | ||
|
Notes:
Weapon (Longsword), uncommon 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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| 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 | ||
| Baba Yaga's Dancing Broom | uncommon | DDHC -DD02 - Baker's Doesn't | Trade Log | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) The archfey Baba Yaga crafted many of these magic brooms. |
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| Circlet of Blasting | uncommon | DC-PoA The More You Know Under Ice And Snow | Show | |||
|
Notes:
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. Make a ranged spell attack for each ray. On a hit, the target takes 2d6 fire damage. |
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| Mithral Breastplate | uncommon | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Medium armor (breastplate), uncommon If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. |
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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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| +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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| 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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| Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | CCC-SFBay-02-01 Old Enemies Arise | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0. |
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| Ivory Goats Figurine of Wondrous Power | rare | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Wondrous Item, Rare These small figurines appear to be miniaturized and petrified goats. The first and smallest is brown and white. The second is gray and black. The final goat is teal and purple with golden horns. The owner of these figurines always manages to smell like wet goat. A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ivory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: Goat of Terror. This figurine can become a Giant Goat for up to 3 hours. The goat can’t attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a +1 Lance, and the other becomes a +2 Longsword. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until the goat reverts to figurine form. The Frightened creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once it succeeds on the save, a creature is immune to this effect for the next 24 hours. Once the figurine has been used, it can’t be used again until 15 days have passed. Goat of Traveling. This figurine can become a Large goat with the same statistics as a Riding Horse. It has 24 charges, and each hour or portion thereof it spends in goat form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can’t be used again until 7 days have passed, when it regains all expended charges. Goat of Travail. This figurine can become a Giant Goat for up to 3 hours. Once it has been used, it can’t be used again until 30 days have passed. |
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| Opal of the Ild Rune | rare | DDAL05-11 Forgotten Traditions | DDAL05-11 Forgotten Traditions | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person. This item can be found in Storm King’s Thunder, Appendix B. Ignite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter. Fire’s Friend. You have resistance to cold damage. Fire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius. Gift of Flame. You can transfer the opal’s magic to a nonmagical item—a weapon or a suit of armor—by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form: Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits. Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor. |
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| Rogue's Mantle | rare | BMG-DRW-KS01 The Thief of Thay | BMG-DRW-KS01 The Thief of Thay | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) "Worn and frayed at the ends, this dirty gray cloak keeps its wearer warm in cold weather. It smells of basil and sage." Darkvision. You gain darkvision within a range of 60 feet. If you already have darkvision, the mantle increases your darkvision’s range by 60 feet instead. |
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| Gem of Seeing | rare | SJ-DC-HIPS Hiding in Plain Sight | SJ-DC-HIPS Hiding in Plain Sight | Show | ||
|
Notes:
Wondrous Item, Rare (Requires Attunement) The gem regains 1d3 expended charges daily at dawn. |
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