Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
Lichen Mantle
common
FR-DC-ADD At Death's Door
FR-DC-ADD At Death's Door
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Unbreakable: This magical cloak can only be destroyed by special means, which requires the one that seeks it's destruction to gather the spit of Moradin, the breath of a Ice Giant and some Holy Water from the Abyss mixed together and poured over the cloak to destroy it for good.
+1 Moon Sickle
uncommon
Level 5 Revard
Charakter Progression
Show
Notes:
TCE
p133
Weapon (Sickle), uncommon (requires attunement by a druid or ranger)
Simple weapon, melee weapon
2 lb.
1d4 Slashing
Light
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Eldritch Claw Tattoo
uncommon
SJ-DC-RTR-03 Need for Seat
SJ-DC-RTR-03 Need for Seat
Show
Notes:
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
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.
Magical Strikes:
While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul:
As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can't be used again until the next dawn.
Minor Property: Key
The item is used to unlock a container, chamber, vault, or other entryway.
Sentinel Shield
uncommon
DDAL-DRW-INT-02 Watchers of the Trollclaws
DDAL-DRW-INT-02 Watchers of the Trollclaws
Show
Notes:
Armor (shield), uncommon - 6 lb. AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it.
Dryad's Cloak (Cloak of Protection)
uncommon
DDAL00-02A The Darkwood Webs
DDAL00-02A The Darkwood Webs
Show
Notes:
Dryad's Cloak (Cloak of Protection)
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.
Staff of Withering
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
+2 Longsword
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
3 lb.
1d8 Slashing
Versatile (1d10)
Mastery: Sap
You have a +2 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.
Wand of Polymorph
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Bronze Griffon Figurine of Wondrous Power
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed.
Rope of Entanglement
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.
The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
Cloak of Displacement
rare
CCC-SFBay-02-01 Old Enemies Arise
CCC-SFBay-02-01 Old Enemies Arise
Show
Notes:
(Rare, Requires Attunement)
While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise unable to move.
Boots of Levitation
rare
Service Reward 50th Anniversary, version 1.2
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear these boots, you can cast Levitate on yourself.
Amulet of Health
rare
CCC-SFBay-02-02 Rise of the Ogre King
CCC-SFBay-02-02 Rise of the Ogre King
Show
Notes:
(Wonderous Item, Rare, Requires Attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.
Brazier of Commanding Fire Elementals
rare
Keys from the Golden Vault - Fire and Darkness
Keys from the Golden Vault - Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
Cube of Force
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare (requires attunement)
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it, as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.
Cube of Force Faces
Mage Armor 1
Shield 1
Leomund's Tiny Hut 3
Mordenkainen's Private Sanctum 4
Otiluke's Resilient Sphere 4
Wall of Force 5
Daern's Instant Fortress
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare (requires attunement)
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower.
The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.
Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.
Cape of the Mountebank
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Belt of Dwarvenkind
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a maximum of 20.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one.
If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60 feet.
Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Vicious Trident
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon, rare
Martial weapon, melee weapon
4 lb.
1d8 Piercing
Thrown (20/60 ft.), Versatile (1d10)
Mastery: Topple
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
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: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Ring of X-ray Vision
rare
DDHC-CM-16 Alkazar's Apendix
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Ring, rare (requires attunement)
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision.
Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Name | Rarity ▲ | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Lichen Mantle | common | FR-DC-ADD At Death's Door | FR-DC-ADD At Death's Door | Show | ||
Notes:
Wondrous item, common While wearing this cloak, you can use a bonus action to make it billow dramatically. Unbreakable: This magical cloak can only be destroyed by special means, which requires the one that seeks it's destruction to gather the spit of Moradin, the breath of a Ice Giant and some Holy Water from the Abyss mixed together and poured over the cloak to destroy it for good. |
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+1 Moon Sickle | uncommon | Level 5 Revard | Charakter Progression | Show | ||
Notes:
TCE When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. |
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Eldritch Claw Tattoo | uncommon | SJ-DC-RTR-03 Need for Seat | SJ-DC-RTR-03 Need for Seat | Show | ||
Notes:
Wondrous item (tattoo), uncommon (requires attunement) Tattoo Attunement: Magical Strikes: Eldritch Maul: Minor Property: Key |
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Sentinel Shield | uncommon | DDAL-DRW-INT-02 Watchers of the Trollclaws | DDAL-DRW-INT-02 Watchers of the Trollclaws | Show | ||
Notes:
Armor (shield), uncommon - 6 lb. AC +2 While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is adorned with a big eye propped against it. |
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Dryad's Cloak (Cloak of Protection) | uncommon | DDAL00-02A The Darkwood Webs | DDAL00-02A The Darkwood Webs | Show | ||
Notes:
Dryad's Cloak (Cloak of Protection) 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. |
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Staff of Withering | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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+2 Longsword | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Weapon, rare 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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Wand of Polymorph | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wand, very rare (requires attunement by a spellcaster) Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Bronze Griffon Figurine of Wondrous Power | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. |
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Rope of Entanglement | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Wondrous item, rare This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. |
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Cloak of Displacement | rare | CCC-SFBay-02-01 Old Enemies Arise | CCC-SFBay-02-01 Old Enemies Arise | Show | ||
Notes:
(Rare, Requires Attunement) While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise unable to move. |
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Boots of Levitation | rare | Service Reward 50th Anniversary, version 1.2 | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) |
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Amulet of Health | rare | CCC-SFBay-02-02 Rise of the Ogre King | CCC-SFBay-02-02 Rise of the Ogre King | Show | ||
Notes:
(Wonderous Item, Rare, Requires Attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. |
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Brazier of Commanding Fire Elementals | rare | Keys from the Golden Vault - Fire and Darkness | Keys from the Golden Vault - Fire and Darkness | Show | ||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. |
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Cube of Force | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, rare (requires attunement) The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. Cube of Force Faces |
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Daern's Instant Fortress | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, rare (requires attunement) The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points. |
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Cape of the Mountebank | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, rare When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn. |
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Belt of Dwarvenkind | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Wondrous item, rare (requires attunement) Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. |
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Vicious Trident | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Weapon, rare 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: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Ring of X-ray Vision | rare | DDHC-CM-16 Alkazar's Apendix | DDHC-CM-16 Alkazar's Apendix | Show | ||
Notes:
Ring, rare (requires attunement) Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level. |