Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Cloak of Protection
uncommon
DDAL00-02 Lost Tales of Myth Drannor (The Darkwood Webs)
Show
Notes:
Wondrous Item, Major, Uncommon (Requires Attunement)
You gain a +1 bonus to AC and saving throws while you wear this cloak
Figurine of Wondrous Power: Golden Lions
rare
CCC-FC3-01-02 Corruption of the Elderoak
CCC-FC3-01-02 Corruption of the Elderoak
Show
Notes:
Wondrous item, major tier, 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.
Golden Lions.
These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
The lions that appear are twinned pairs of
opposite colouration. One white with black stripes,
the other black with white stripes.
Staff of Charming
rare
DDAL09-11 Losing Fai
DDAL09-11 Losing Fai
Show
Notes:
Staff of Charming
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.
Silver Horn of Valhalla
rare
CCC-TRI-05 Hunt of Malar
CCC-TRI-05 Hunt of Malar
Show
Notes:
Horn of Valhalla, Silver
DMG
p175
Wondrous item, rare
Major tier
2 lb.
You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4 + 2 berserkers.
The berserkers are friendly to you and your companions and follow your commands. These berserkers appear as bloodthirsty servents of Malar.
Winged Boots
uncommon
CCC-SEA-01-02 Oh, Not the Bees
CCC-SEA-01-02 Oh, Not the Bees
Show
Notes:
Wondrous Item, uncommon
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
These boots appear to be made from hundreds of bees crawling over the wearer’s feet. While flying, they make an extremely loud buzzing noise.
Aegis of the Raven Queen +3 Shield
very_rare
CCC-BWM-003 A Tale of Two Towers
CCC-BWM-003 A Tale of Two Towers
Show
Notes:
Very Rare
This shield appears as a shroud of shadow with the symbol of the Raven Queen glowing in dim red light.
While holding this shield, nonmagical flames are extinguished within 30 feet of you as the shadow lashes out at the flame. The shield encourages you to hold no pity for those who suffer and die, for death is the natural end of life
Red Dragon Scale Mail +1 Medium Armour
very_rare
Traded with Mad Dog
Trade Log
Show
Notes:
Very Rare
Armor (scale mail), very rare (requires attunement) Dragon scale mail made of the scales of a red dragon. 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 fire damage. Additionally, you can focus your senses as an action to magically discern the distance and direction of the closest red dragon within 30 miles of you. This special action can’t be used again until the next dawn. This was once the armor of Carmine, an orc paladin of the Bloody Hooves. She didn’t survive into the final set of caverns to have her soul entombed to wait for Zariel’s return.
Arrow-Catching Shield
rare
DDAL-DRW-EP03 When the Lights Go Out in Candlekeep
DDAL-DRW-EP03 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 AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Bracers of Archery
very_rare
DDAL-DRW-EP03 When the Lights Go Out in Candlekeep
DDAL-DRW-EP03 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 on ranged attacks made with such weapons.
+3 Rod of the Pact Keeper
very_rare
DDAL-DRW-EP03 When the Lights Go Out in Candlekeep
DDAL-DRW-EP03 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 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Ring of Regeneration
very_rare
DDAL-DRW15 Frozen Whispers
DDAL-DRW15 Frozen Whispers
Show
Notes:
Ring, very rare (requires attunement)
Major tier
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that 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
This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black.
Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality.
Discord (+2 Plate Armour) (UNTRADEABLE)
common
DDAL-DRW15 Frozen Whispers
DDAL-DRW15 Frozen Whispers
Show
Notes:
Discord
Armor (Plate), Unique
Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies.
While wearing this armor, you gain a +2 bonus to AC. In addition, you can use your reaction to see normally in darkness, both magical and nonmagical, out to a distance of 120 feet until the start of your next turn. Discord can’t be used this way again until the next dawn.
If a character wields Woe (a longsword) while wearing Discord, they are unharmed by temperatures as low as −60 degrees Fahrenheit.
Portable Hole
rare
DDAL-DRW-17 Expiditions to the Supreme Forge
DDAL-DRW-17 Expiditions to the Supreme Forge
Show
Notes:
Wondrous Item, Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open.
Moon Touched Greatsword
common
DDAL-DRW-17 Expiditions to the Supreme Forge
DDAL-DRW-17 Expiditions to the Supreme Forge
Show
Notes:
Weapon (Greatsword), Common
The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere.
Ioun Stone of Intellect
very_rare
DDAL-DRW-17 Expiditions to the Supreme Forge
DDAL-DRW-17 Expiditions to the Supreme Forge
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
This translucent green stone came from the Far Realm.
+2 Studded Leather Armor
rare
PO-BK1-05 Far in the Forest
PO-BK1-05 Far in the Forest
Show
Notes:
(reminiscent of your shield guardian modifications),
Cape of the Mountebank
rare
PO-BK1-05 Far in the Forest
PO-BK1-05 Far in the Forest
Show
Notes:
Illithid tech flavour
Ring of Shooting Stars
rare
PO-BK1-06 Beyond the Stary Veil
PO-BK1-06 Beyond the Starry Veil
Show
Notes:
Ring, very rare (requires attunement outdoors at night)
Major tier
While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12)
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Far Realm Shard
rare
PO-BK1-06 Beyond the Stary Veil
PO-BK1-06 Beyond the Starry Veil
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
1 lb.
This writhing crystal is steeped in the warped essence of the Far Realm. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
Dwarven Plate (+2 Plate Armour)
very_rare
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair)
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Cloak of Protection | uncommon | DDAL00-02 Lost Tales of Myth Drannor (The Darkwood Webs) | Show | |||
Notes:
Wondrous Item, Major, Uncommon (Requires Attunement) |
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Figurine of Wondrous Power: Golden Lions | rare | CCC-FC3-01-02 Corruption of the Elderoak | CCC-FC3-01-02 Corruption of the Elderoak | Show | ||
Notes:
Wondrous item, major tier, rare 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. Golden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. The lions that appear are twinned pairs of |
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Staff of Charming | rare | DDAL09-11 Losing Fai | DDAL09-11 Losing Fai | Show | ||
Notes:
Staff of Charming 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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Silver Horn of Valhalla | rare | CCC-TRI-05 Hunt of Malar | CCC-TRI-05 Hunt of Malar | Show | ||
Notes:
Horn of Valhalla, Silver The silver horn summons 2d4 + 2 berserkers. The berserkers are friendly to you and your companions and follow your commands. These berserkers appear as bloodthirsty servents of Malar. |
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Winged Boots | uncommon | CCC-SEA-01-02 Oh, Not the Bees | CCC-SEA-01-02 Oh, Not the Bees | Show | ||
Notes:
Wondrous Item, uncommon While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. |
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Aegis of the Raven Queen +3 Shield | very_rare | CCC-BWM-003 A Tale of Two Towers | CCC-BWM-003 A Tale of Two Towers | Show | ||
Notes:
Very Rare |
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Red Dragon Scale Mail +1 Medium Armour | very_rare | Traded with Mad Dog | Trade Log | Show | ||
Notes:
Very Rare |
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Arrow-Catching Shield | rare | DDAL-DRW-EP03 When the Lights Go Out in Candlekeep | DDAL-DRW-EP03 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. |
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Bracers of Archery | very_rare | DDAL-DRW-EP03 When the Lights Go Out in Candlekeep | DDAL-DRW-EP03 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. |
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+3 Rod of the Pact Keeper | very_rare | DDAL-DRW-EP03 When the Lights Go Out in Candlekeep | DDAL-DRW-EP03 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. |
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Ring of Regeneration | very_rare | DDAL-DRW15 Frozen Whispers | DDAL-DRW15 Frozen Whispers | Show | ||
Notes:
Ring, very rare (requires attunement) This green crystal ring is a single spike turned on itself, set with a silver-edged black disk that doesn’t catch the light as it should. The disk resembles an eclipsed sun, but a creature attuned to the ring knows, somehow, it is a dead sun. The creature also exhibits several physical changes: sharper teeth; a hunger for more protein; their nails or claws are harder, sharper, and grow twice as fast; and their eyes become completely black. Wounds healed by this ring fill with a pale ichor that hardens and dries, replacing the original flesh. Regrown body parts harden into faceted green crystal that’s freezing cold to the touch, but retains full functionality. |
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Discord (+2 Plate Armour) (UNTRADEABLE) | common | DDAL-DRW15 Frozen Whispers | DDAL-DRW15 Frozen Whispers | Show | ||
Notes:
Discord Discord is comprised of sharp, interlocking spikes of green crystal and extinguishes all nonmagical flames within 30 feet of it. A creature wearing Discord hears insidious whispers originating from a point just beyond their peripheral vision. Unless deafened, the creature has disadvantage on saving throws caused by, and on Wisdom checks related to, Father Llymic and its allies. |
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Portable Hole | rare | DDAL-DRW-17 Expiditions to the Supreme Forge | DDAL-DRW-17 Expiditions to the Supreme Forge | Show | ||
Notes:
Wondrous Item, Rare This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it. You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. The portable hole is embroidered with the unholy words of the Tenebrous Creed in different languages. Harmless black flames surround it while it’s open. |
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Moon Touched Greatsword | common | DDAL-DRW-17 Expiditions to the Supreme Forge | DDAL-DRW-17 Expiditions to the Supreme Forge | Show | ||
Notes:
Weapon (Greatsword), Common The flats of the blade act like windows onto a night sky with blinking stars and a large viridian sphere shifting slowly in different directions. Three sluggish, green tentacles protrude from one end of the blade, acting as its guard and grip. The light the blade produces is green in color, and emitted from the viridian sphere. |
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Ioun Stone of Intellect | very_rare | DDAL-DRW-17 Expiditions to the Supreme Forge | DDAL-DRW-17 Expiditions to the Supreme Forge | Show | ||
Notes:
Wondrous Item, Very Rare (Requires Attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. This translucent green stone came from the Far Realm. |
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+2 Studded Leather Armor | rare | PO-BK1-05 Far in the Forest | PO-BK1-05 Far in the Forest | Show | ||
Notes:
(reminiscent of your shield guardian modifications), |
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Cape of the Mountebank | rare | PO-BK1-05 Far in the Forest | PO-BK1-05 Far in the Forest | Show | ||
Notes:
Illithid tech flavour |
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Ring of Shooting Stars | rare | PO-BK1-06 Beyond the Stary Veil | PO-BK1-06 Beyond the Starry Veil | Show | ||
Notes:
Ring, very rare (requires attunement outdoors at night) The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. Faerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12) Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. |
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Far Realm Shard | rare | PO-BK1-06 Beyond the Stary Veil | PO-BK1-06 Beyond the Starry Veil | Show | ||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn. |
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Dwarven Plate (+2 Plate Armour) | very_rare | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | DDHC-TYP Tales from the Yawning Portal - Against the Giants (Fire Giants Lair) | Show | ||
Notes:
Armor (plate), very rare |