Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Staff of Charming
rare
Trade Log
Show
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Pipe of Smoke Monsters
common
CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day!
Show
Notes:
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. This item is found in Xanathar’s Guide to Everything.
This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird.
Staff of Adornment
common
CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day!
Show
Notes:
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. This item is found in Xanathar’s Guide to Everything.Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops.
Tankard of Sobriety
common
CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day!
Show
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. This item is found in Xanathar’s Guide to Everything.
Belt of Fire Giant Strength
very_rare
DM Reward only Magic Item
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
While wearing this belt, your Strength changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Banner of the Krig Rune
rare
DM Reward
Show
Notes:
Wondrous item, rare (requires attunement)
Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.
Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest.
Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
- While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
Mithral Plate Armor
uncommon
Trade Log
Show
Notes:
Armor (heavy), uncommon
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.
Staff of Healing
rare
DDEP04 Reclamation of Phlan
Show
Notes:
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid)
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds.
Saddle of the Cavalier
uncommon
DM Reward
DM Reward
Show
Notes:
Wondrous Item, Uncommon
This saddle confers the following benefits while you are seated in it and astride a mount.
Protected Mount. Attack rolls against the mount have Disadvantage.
Secure Rider. You can’t be dismounted against your will. This property is suppressed while you have the Incapacitated condition.
Hew (+1 Battleaxe)
uncommon
Found in Venomfang's Dragon Hoard
Trade Log
Show
Notes:
Weapon (Battleaxe), Uncommon
You have a +1 bonus to attack rolls and damage rolls made with this magic weapon.
This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood.
Whoever carries the axe feels uneasy whenever he or she travels through a forest.
Boots of Striding and Springing
uncommon
Found on a dwarfen corpse in a pit in a cave
DDAL10-03: Divining Evil
Show
Notes:
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Arrow of Dragon Slaying
very_rare
Given by Pangil ng Buwan from his hoard
DDHC-JRC-10 Between tangled Roots
Show
Notes:
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Wraps of Unarmed Power +1
uncommon
Leveling Up to 5th Level
DDAL10-03: Divining Evil
Show
Notes:
Wondrous Item, Uncommon
While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type.
Arrow-Catching Shield
rare
Looted from Demiplane
DDEP-DRW03 When The Lights go out in Candlekeep
Show
Notes:
Armor (Shield), Rare (Requires Attunement)
"This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms."
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Bracers of Archery
uncommon
Looted from Demiplane
DDEP-DRW03 When The Lights go out in Candlekeep
Show
Notes:
Wondrous Item, Uncommon (Requires Attunement)
"These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden."
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
The Eye of the Deep Caller (+3 Rod of the Pact Keeper)
very_rare
Looted from Demiplane
DDEP-DRW03 When The Lights go out in Candlekeep
Show
Notes:
Rod, Very Rare (Requires Attunement by a Warlock)
"Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival."
While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.
In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest.
Cloak of Many Fashions
common
Loot from Goons at the Bar
BMG-DRW-OD-02 Something Wicked
Show
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground. 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.
Battering Shield
rare
Loot from Ythoraxhys
BMG-DRW-OD-02 Something Wicked
Show
Notes:
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight.
While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.
Weapon of Warning (Longsword)
uncommon
Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon (Longsword) in your possession becomes a weapon of warning.
DDHC-JRC-06 Sins of Our Elders
Show
Notes:
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Eldritch Claw Tattoo
uncommon
Storyaward: For the Golden Vault
Trade Log
Show
Notes:
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.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Staff of Charming | rare | Trade Log | Show | |||
|
Notes:
Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard) While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. |
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| Pipe of Smoke Monsters | common | CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day! | Show | |||
|
Notes:
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke. This item is found in Xanathar’s Guide to Everything. This pipe is made of dark wood and inlaid with mithral with a stem fashioned from a hollow leg bone once belonging to a bird. When used, it creates the sound of a random bird. |
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| Staff of Adornment | common | CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day! | Show | |||
|
Notes:
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. This item is found in Xanathar’s Guide to Everything.Flowering hop vines are entwined around the shaft of this light, pale wooden staff. No matter what object(s) float atop it, it smells like fresh hops. |
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| Tankard of Sobriety | common | CCC-3MAGS-ONE Vormestrand's Scroll Episode 6: Brew Day! | Show | |||
|
Notes:
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. This item is found in Xanathar’s Guide to Everything. |
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| Belt of Fire Giant Strength | very_rare | DM Reward only Magic Item | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement) While wearing this belt, your Strength changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. |
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| Banner of the Krig Rune | rare | DM Reward | Show | |||
|
Notes:
Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
|
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| Mithral Plate Armor | uncommon | Trade Log | Show | |||
|
Notes:
Armor (heavy), uncommon 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. |
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| Staff of Healing | rare | DDEP04 Reclamation of Phlan | Show | |||
|
Notes:
Staff, Rare (Requires Attunement by a Bard, Cleric, or Druid) This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever. The smooth wood of this ordinary‐looking staff is pale, and streaked with multi‐colored veins. The staff is capped with a hollow, glass sphere that creates an illusory holy symbol of whichever deity the wielder worships. Luminescent butterflies flit around the staff’s cap and while in possession of the staff, the wielder feels fortunate and optimistic about what the future holds. |
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| Saddle of the Cavalier | uncommon | DM Reward | DM Reward | Show | ||
|
Notes:
Wondrous Item, Uncommon This saddle confers the following benefits while you are seated in it and astride a mount. Protected Mount. Attack rolls against the mount have Disadvantage. Secure Rider. You can’t be dismounted against your will. This property is suppressed while you have the Incapacitated condition. |
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| Hew (+1 Battleaxe) | uncommon | Found in Venomfang's Dragon Hoard | Trade Log | Show | ||
|
Notes:
Weapon (Battleaxe), Uncommon You have a +1 bonus to attack rolls and damage rolls made with this magic weapon. This +1 battleaxe deals maximum damage when the wielder hits a plant creature or an object made of wood. The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood. Whoever carries the axe feels uneasy whenever he or she travels through a forest. |
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| Boots of Striding and Springing | uncommon | Found on a dwarfen corpse in a pit in a cave | DDAL10-03: Divining Evil | Show | ||
|
Notes:
The boots are gnome-crafted, with gears and springs embedded in the soles. At first glance they appear worn, but on closer inspection, the boots are designed that way. While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow. |
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| Arrow of Dragon Slaying | very_rare | Given by Pangil ng Buwan from his hoard | DDHC-JRC-10 Between tangled Roots | Show | ||
|
Notes:
Weapon (arrow), very rare An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. |
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| Wraps of Unarmed Power +1 | uncommon | Leveling Up to 5th Level | DDAL10-03: Divining Evil | Show | ||
|
Notes:
Wondrous Item, Uncommon While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. |
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| Arrow-Catching Shield | rare | Looted from Demiplane | DDEP-DRW03 When The Lights go out in Candlekeep | Show | ||
|
Notes:
Armor (Shield), Rare (Requires Attunement) "This gold-trimmed red shield is emblazoned with Candlekeep’s coat of arms." You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield’s normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. |
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| Bracers of Archery | uncommon | Looted from Demiplane | DDEP-DRW03 When The Lights go out in Candlekeep | Show | ||
|
Notes:
Wondrous Item, Uncommon (Requires Attunement) "These dark-red bracers with golden trim bear the seal of Candlekeep’s Gatewarden." While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons. |
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| The Eye of the Deep Caller (+3 Rod of the Pact Keeper) | very_rare | Looted from Demiplane | DDEP-DRW03 When The Lights go out in Candlekeep | Show | ||
|
Notes:
Rod, Very Rare (Requires Attunement by a Warlock) "Formed from the severed tentacle of a powerful star spawn, this rod plagues its wielder with dreams of alien creatures that beckon them to travel deep within the Thunder Peaks, where something patiently awaits their arrival." While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells. In addition, you can regain one spell slot as a Magic action while holding the rod. You can’t use this property again until you finish a Long Rest. |
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| Cloak of Many Fashions | common | Loot from Goons at the Bar | BMG-DRW-OD-02 Something Wicked | Show | ||
|
Notes:
This cloak is a leather capelet colored a dark forest green. When the wearer clicks their fingers, they soar into the sky and are momentarily suspended in an iridescent pillar of pastel-toned light. Majestic music plays as the cloak transforms into whatever the wearer wishes it to become. At the end of the cloak’s transformation sequence, the wearer drifts back to the ground. 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. |
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| Battering Shield | rare | Loot from Ythoraxhys | BMG-DRW-OD-02 Something Wicked | Show | ||
|
Notes:
The convex surface of this shield is a smooth and shiny ebon black. Though plain, it has fine flecks of white that sparkle when exposed to moonlight. |
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| Weapon of Warning (Longsword) | uncommon | Memory of the Ancestors. Dae Won-Ha calls the spirit of one of your ancestors to inhabit one weapon of your choice and watch over you. A non magical weapon (Longsword) in your possession becomes a weapon of warning. | DDHC-JRC-06 Sins of Our Elders | Show | ||
|
Notes:
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. |
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| Eldritch Claw Tattoo | uncommon | Storyaward: For the Golden Vault | Trade Log | Show | ||
|
Notes:
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. |
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