Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Clockwork Amulet
common
FR-DC-GOND-01 The Rise of Smokepowder
FR-DC-GOND-01 The Rise of Smokepowder
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.
Shield of Expression
common
WBW-DC-FWF End of the Red Plague
WBW-DC-FWF End of the Red Plague
Show
Notes:
Armor (shield), common
6 lb.
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression.
Minor Property: Waterborne
This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
Cloak of Many Fashions
common
WBW-DC-TEN-02 The Festival of Fyre
WBW-DC-TEN-02 The Festival of Fyre
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their magical Properties.
Ruby of the War Mage
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
This item is found in Xanathar’s Guide to Everything.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
Lantern of Revealing
common
CCC-ARCON01-02 A Whale of a Tale
CCC-ARCON01-02 A Whale of a Tale
Show
Notes:
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Prosthetic Limb
common
DDAL 10-06 The Fallen Star
DDAL 10-06 The Fallen Star
Show
Notes:
Wondrous item, common
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Masquerade Tattoo
common
WBW-DC-ROOK-1-3 City of the Dead
Trade Log
Show
Notes:
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink.
As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self.
As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
The caveat on the latter is that the tattoo must be smeared with blood for the spell to activate each time.
Dark Shard Amulet
common
DDAL10-07 Into Darkness
DDAL10-07 Into Darkness
Show
Notes:
Wondrous item, common (requires attunement by a warlock)
This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits:
You can use the amulet as a spellcasting focus for your warlock spells.
You can try to cast a cantrip that you don’t know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can’t use this property again until you finish a long rest.
Moon-Touched Longsword
common
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
Provides bright light in a 15-foot radius and dim light for another 15 feet, when unsheathed.
Clockwork Amulet
common
CCC-DPIP-01 The Toils And Troubles of Minauros
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.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Dryad´s Cloak (Cloak of Protection)
common
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement) This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide.
Ruby of the War Mage
common
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Show
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Pot of Awakening
common
CCC-CONMAR 01-02 Finding Linric
Show
Notes:
Wondrous Item, common
If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time.
When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing.
The pot is made of brown clay and looks very normal. The shrub that grows from it is a thyme bush, which will provide spice if asked nicely and generally smell delightfully.
Heward`s Handy Spice Pouch
common
PO-BK1-02 Trust No One
Show
Notes:
Wondrous item, common
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Emerald Kidgloves (Gloves of Thievery)
common
CCC-BMG-10 HILL1-1 Arrival
Show
Notes:
Wondrous item, uncommon
These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size.
While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation
Ring of Swimming
common
DDAL05-06 Beneath the Fetid Chelimber
Show
Notes:
You have a swimming speed of 40 feet while wearing this ring.
Wand of Web
common
CCC-UNITE-05 House of Moonlight
Show
Notes:
Wand, Uncommon, Requires Attunement by a Spellcaster.
This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost
Show
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Deck of Illusions
uncommon
CCC-BFG 01-02 Secrets of the Moon
CCC-BFG 01-02 Secrets of the Moon
Show
Notes:
Wonderous Item, uncommon
This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it.
Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again.
This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at.
Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect.
Roll 1d23
Playing Card Illusion
1
King of hearts Knight and four guards
2
Ten of hearts Cloud Giant
3
Nine of hearts Ettin
4
Ace of diamonds Beholder
5
King of diamonds Archmage and mage Apprentice
6
Queen of diamonds Night Hag
7
Jack of diamonds Assassin
8
Ten of diamonds Fire giant
9
Eight of diamonds Gnoll
10
Jokers (2) You (the deck's owner)
11
Ace of spades Lich
12
King of spades Priest and two acolytes
13
Jack of spades Veteran
14
Ten of spades Frost Giant
15
Nine of spades Troll
16
Eight of spades Hobgoblin
17
Two of spades Goblin
18
Ace of clubs Iron Golem
19
King of clubs Bandit Captain and three bandits
20
Queen of clubs Erinyes
21
Nine of clubs Ogre
22
Eight of clubs Orc
23
Two of clubs Kobold
Bloodwell Vial (+1)
uncommon
Downtime Catching Up
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Clockwork Amulet | common | FR-DC-GOND-01 The Rise of Smokepowder | FR-DC-GOND-01 The Rise of Smokepowder | 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. |
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Shield of Expression | common | WBW-DC-FWF End of the Red Plague | WBW-DC-FWF End of the Red Plague | Show | ||
Notes:
Armor (shield), common Minor Property: Waterborne |
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Cloak of Many Fashions | common | WBW-DC-TEN-02 The Festival of Fyre | WBW-DC-TEN-02 The Festival of Fyre | Show | ||
Notes:
Wondrous item, common |
||||||
Ruby of the War Mage | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | ||
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. This item is found in Xanathar’s Guide to Everything. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
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Lantern of Revealing | common | CCC-ARCON01-02 A Whale of a Tale | CCC-ARCON01-02 A Whale of a Tale | Show | ||
Notes:
While lit, this lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible if they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. This item can be found in the Magic Item Table B in the Dungeon Master’s Guide. This lantern bears an etched writing in Sylvan. When read by a character who can read Sylvan, the word says: “When you light a light, you also cast a shadow”. The inscription has no mechanical effect. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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Prosthetic Limb | common | DDAL 10-06 The Fallen Star | DDAL 10-06 The Fallen Star | Show | ||
Notes:
Wondrous item, common This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. |
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Masquerade Tattoo | common | WBW-DC-ROOK-1-3 City of the Dead | Trade Log | Show | ||
Notes:
Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. Tattoo Attunement. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Fluid Ink. Disguise Self. The caveat on the latter is that the tattoo must be smeared with blood for the spell to activate each time. |
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Dark Shard Amulet | common | DDAL10-07 Into Darkness | DDAL10-07 Into Darkness | Show | ||
Notes:
Wondrous item, common (requires attunement by a warlock) This amulet is made of ice that never melts and is engraved with the Draconic word vorelrasvym, meaning “beautiful treasure.” This amulet is fashioned from a single shard of resilient extraplanar material. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. |
||||||
Moon-Touched Longsword | common | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |||
Notes:
Provides bright light in a 15-foot radius and dim light for another 15 feet, when unsheathed. |
||||||
Clockwork Amulet | common | CCC-DPIP-01 The Toils And Troubles of Minauros | 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. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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Dryad´s Cloak (Cloak of Protection) | common | Trade Log | Show | |||
Notes:
Wondrous Item, uncommon (requires attunement) This cloak reflects the color of the seasons; green in summer, gold in autumn, mottled brown in winter and in spring is mottled in pale shades of green and cream. You gain a + 1 bonus to AC and saving throws while you wear this cloak. This item can be found in the Dungeon Master’s Guide. |
||||||
Ruby of the War Mage | common | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Show | |||
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
||||||
Pot of Awakening | common | CCC-CONMAR 01-02 Finding Linric | Show | |||
Notes:
Wondrous Item, common If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an awakened shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it. The awakened shrub is friendly toward you. Absent commands from you, it does nothing. The pot is made of brown clay and looks very normal. The shrub that grows from it is a thyme bush, which will provide spice if asked nicely and generally smell delightfully. |
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Heward`s Handy Spice Pouch | common | PO-BK1-02 Trust No One | Show | |||
Notes:
Wondrous item, common This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. |
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Emerald Kidgloves (Gloves of Thievery) | common | CCC-BMG-10 HILL1-1 Arrival | Show | |||
Notes:
Wondrous item, uncommon These delicate, goatskin gloves are colored with a bright green pigment and slip onto your hands effortlessly. Although these act as gloves of thievery, these gloves do not turn invisible when worn, but shrink or grow to accommodate a small or medium wearer’s size. While wearing these gloves, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks. Additionally, you feel a sense of irresistible generosity, expressing compliments to those around them and spending coin for the benefit of others without hesitation |
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Ring of Swimming | common | DDAL05-06 Beneath the Fetid Chelimber | Show | |||
Notes:
You have a swimming speed of 40 feet while wearing this ring. |
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Wand of Web | common | CCC-UNITE-05 House of Moonlight | Show | |||
Notes:
Wand, Uncommon, Requires Attunement by a Spellcaster. This wand has 7 Charges. While holding it, you can use an action to expend 1 of its Charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen Part Two – Phorkyryl Outpost | Show | |||
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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Deck of Illusions | uncommon | CCC-BFG 01-02 Secrets of the Moon | CCC-BFG 01-02 Secrets of the Moon | Show | ||
Notes:
Wonderous Item, uncommon This box contains a set of parchments cards. A full deck has 34 cards. This deck is missing the following 10 cards: Ace of Hearts, Queen of Hearts, Jack of Hearts, Eight of Hearts, Two of Hearts, Nine of Diamonds, Two of Diamonds, Queen of Spades, Jack of Clubs and Ten of Clubs. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion if one or more creature forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of the card. Any physical interaction with the illusory creature reveals it to be an illusion because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature appears translucent. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card cannot be used again. This item is found in the Dungeon Master’s Guide. Each card of this deck bears the image of an old gnome, whose facial expression randomly changes each time a card is looked at. Sometimes these expressions can be quite rude! In fact, whenever a card is used, a sound matching the expression (audible only to the user) seems to emanate from the card prior to its effect. Roll 1d23 |
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Bloodwell Vial (+1) | uncommon | Downtime Catching Up | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |