Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
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 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.
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.
Oblex Cloak
uncommon
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous Item, Uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Bullseye Lantern (filled and lit)
Dagger
Mirror
Pole
Rope (coiled)
Sack
In addition, the robe has 13 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.
0 gems worth 100 GP each
Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
Wooden ladder (24 feet long)
10 gems worth 100 GP each
Spell Scroll containing one spell of level 1, 2, or 3 (Enlarge/Reduce)
10 gems worth 100 GP each
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
10 gems worth 100 GP each
Riding Horse with a Riding Saddle
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
Bag of 100 GP
Bag of 100 GP
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.
Pipe of Remembrance
common
FR-DC-CTT-01 Creepy Tavern Tales
FR-DC-CTT-01 Creepy Tavern Tales
Show
Notes:
Wondrous item, common.
This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn.
Pole of Collapsing
common
DDHC -DD03 - The Will of Orcus
DDHC -DD03 - The Will of Orcus
Show
Notes:
Wondrous item, common
This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole's weight doesn't change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.
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 Jumping
uncommon
DDHC -DD04 - For Whom the Void Calls
DDHC -DD04 - For Whom the Void Calls
Show
Notes:
Ring, uncommon (requires attunement)
While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.
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
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.
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.
Sekolahian Worshipping Statuette
common
BMG-DRW-KS01 The Thief of Thay
BMG-DRW-KS01 The Thief of Thay
Show
Notes:
Wondrous Item, Common
Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour.
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
Silvered Longsword
common
CCC-Ziege-01 Shadows of the Blood Moon
CCC-Ziege-01 Shadows of the Blood Moon
Show
Notes:
Weapon (Longsword), Common
Martial Weapon, Melee Weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.
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.
Staff of the Python
uncommon
CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast
CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast
Show
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock)
One of the branches of the Dark Treant was humming with power. It can be broken off and functions as a staff of the python. It is a blackened crooked 6-foot-long staff that oozes a black tar-like venom at twilight.
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated.
You decide what action the snake 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 snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
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.
Stock Market Share (Staff of Adornment)
common
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
"Your first return of your investment into the 10ft pole market. Like the common magic item the bubble will probably soon collapse but at least you got a bit of return on your investment!"
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
Source: Xanathar's Guide to Everything
Staff, common
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
The nobody dies today Breastplate! (Enspelled Breastplate Beacon of Hope)
rare
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
"For whatever reason Elminster always wants me to wear this, like i am some sort of baby he has to care for. I don't know why he watches over me like i am some important figure in this world. It's not like i am some sort of botched desperate last resort backup plan in case Mystra dies again for...how often did she die now...why is she even still alive?"
- Volo
Minor Property: Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. (Undead)
Source: Dungeon Master's Guide
Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement)
Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table.
Source: Player's Handbook
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: Concentration, up to 1 minute
This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing.
Volo's Lebensversicherung
uncommon
PS-DC-Limbo-01 Lost in Limbo
PS-DC-Limbo-01 Lost in Limbo
Show
Notes:
Wondrous item (tattoo), rarity varies
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table.
| Name ▲ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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 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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| 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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| Oblex Cloak | uncommon | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous Item, Uncommon This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: Bullseye Lantern (filled and lit) |
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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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| Pipe of Remembrance | common | FR-DC-CTT-01 Creepy Tavern Tales | FR-DC-CTT-01 Creepy Tavern Tales | Show | ||
|
Notes:
Wondrous item, common. This long, delicate wooden pipe features a bowl made from smooth river stone. When the pipe is lit, smoke exhaled from it does not dissipate, instead lingering around the bearer. After 10 minutes, the smoke forms moving shapes that reenact a scene of the bearer’s choosing from the stories it has been told. When this realistic performance is complete, the smoke dissipates. A new story or likeness may be added to the pipe’s repertoire if the bearer smokes the pipe while relaying a tale or describing a companion. The pipe can’t be used this way again until the next dawn. |
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| Pole of Collapsing | common | DDHC -DD03 - The Will of Orcus | DDHC -DD03 - The Will of Orcus | Show | ||
|
Notes:
Wondrous item, common |
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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 Jumping | uncommon | DDHC -DD04 - For Whom the Void Calls | DDHC -DD04 - For Whom the Void Calls | Show | ||
|
Notes:
Ring, uncommon (requires attunement) |
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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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| 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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| 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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| Sekolahian Worshipping Statuette | common | BMG-DRW-KS01 The Thief of Thay | BMG-DRW-KS01 The Thief of Thay | Show | ||
|
Notes:
Wondrous Item, Common Skillfully carved from sandstone, this 1-foot tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette's mouth the shark flashes to life and deals 1 Piercing damage to it. The shark can deal damage in this way no more than once per hour. |
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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 | ||
| Silvered Longsword | common | CCC-Ziege-01 Shadows of the Blood Moon | CCC-Ziege-01 Shadows of the Blood Moon | Show | ||
|
Notes:
Weapon (Longsword), Common 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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| Staff of the Python | uncommon | CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast | CCC-BMG-MOON7-1 Rising Shadows: The Temple of the Beast | Show | ||
|
Notes:
Staff, uncommon (requires attunement by a cleric, druid, or warlock) One of the branches of the Dark Treant was humming with power. It can be broken off and functions as a staff of the python. It is a blackened crooked 6-foot-long staff that oozes a black tar-like venom at twilight. You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake 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 snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. |
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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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| Stock Market Share (Staff of Adornment) | common | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
|
Notes:
"Your first return of your investment into the 10ft pole market. Like the common magic item the bubble will probably soon collapse but at least you got a bit of return on your investment!" Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. Source: Xanathar's Guide to Everything Staff, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. |
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| The nobody dies today Breastplate! (Enspelled Breastplate Beacon of Hope) | rare | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
|
Notes:
"For whatever reason Elminster always wants me to wear this, like i am some sort of baby he has to care for. I don't know why he watches over me like i am some important figure in this world. It's not like i am some sort of botched desperate last resort backup plan in case Mystra dies again for...how often did she die now...why is she even still alive?"
Source: Dungeon Master's Guide Weapon (Any Simple or Martial), Rarity Varies (Requires Attunement) Bound into this weapon is a spell of level 8 or lower. The spell is determined when the weapon is created and must belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell. The level of the spell bound into the weapon determines the spell’s saving throw DC and attack bonus, as well as the weapon’s rarity, as shown in the following table. Source: Player's Handbook 3rd-level abjuration Casting Time: 1 action This spell bestows hope and vitality. Choose any number of creatures within range. For the duration, each target has advantage on Wisdom saving throws and death saving throws, and regains the maximum number of hit points possible from any healing. |
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| Volo's Lebensversicherung | uncommon | PS-DC-Limbo-01 Lost in Limbo | PS-DC-Limbo-01 Lost in Limbo | Show | ||
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Notes:
Wondrous item (tattoo), rarity varies Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. |
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