Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
đš (L) Tethir's Cuirass: Plate +3 (Guardian)
legendary
PS-DC-LIGA-01 Suldanessellar Afterlife
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
(L/AT) Tome of the Stilled Tongue
legendary
CCC-GHC-BK03-09 A Convergence of Gods
Show
Notes:
Wondrous item, major tier, legendary (requires attunement by a wizard)
This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
This item can be found in the Dungeon Master's Guide.
đ˛ (U) Blessing of Heaven (Blessing of Magic Resistance)
unique
PS-DC-TWW-00 The Wishing Well
Show
Notes:
Blessing of Heaven and Hell (Blessing of Magic Resistance)
Supernatural Gift (Blessing)
You have Advantage on saving throws against spells and other magical effects.
This blessing was granted by either the Solar Azriel or the Devil Calizus Nox. Depending on from which source it comes the recipient is protected by either heavenly or hellish powers.
(L/AT) Rod of Lordly Might
legendary
BMG-MOONEP-MD-02 The Enchantment of Chaos
Show
Notes:
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a buttonâs effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rodâs flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.
Button 2. The rodâs flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 3. The rodâs flanged head folds down, a spear point springs from the rodâs tip, and the rodâs handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rodâs buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property canât be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property canât be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property canât be used again until the next dawn.
â (L/AT) Veiled Shadow's Scarf (Platinum Scarf)
legendary
PS-DC-TWW-00 The Wishing Well
Show
Notes:
Wondrous item, legendary (requires attunement)
This scarf is made of sturdy cloth and covered in platinum-colored scales.
As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:
Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.
Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute.
This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so.
Plate Armor +3 (Guardian)
common
PS-DC-AUG-01 Celestia Has Fallen
Show
Notes:
Armor (heavy), legendary
You have a +3 bonus to AC while wearing this armor.
This plate armor was recovered from the ursine archons that guard the gate to Mount Celestia. It still smells of bear.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
AC: 21
Stealth: Disadvantage
Weight: 65
Minimum Strength: 15
đš (R) Ring of Force Resistance
rare
Trade Log
Show
â (L/AT) Tome of the Stilled Tongue
legendary
DDAL00-02F - The Definition of Heroism
Show
Notes:
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as âthe warlockâ and frequently opines on the power of the one true god of magic: Mystryl.
â (L/AT) Holy Avenger Halberd
legendary
Trade Log
Show
Notes:
Halberd, legendary (requires attunement by a paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
â (R) Greatsword +2
rare
Trade Log
Show
Notes:
Weapon (greatsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
â (VR) Studded Leather +3
legendary
PS-DC-TST-01 The Eye Behind the Mask
Show
Notes:
With a swing of his hand that bears the symbol of the
Vigilant One, he forges a studded leather armor (studded
leather +3) with obsidian rivets. When exposed to
moonlight, an inscription will reveal itself.
Your victories are seen and celebrated. In the shadows of
defeat, you are not alone.
â (L/AT) Ring of Invisibility
legendary
DDEP08-03 Last Orders at the Yawning Portal
Show
Notes:
Ring, Legendary (Requires Attunement)
This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearerâs finger.
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
â (VR/AT) Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Armor (Shield), Very Rare (Requires Attunement)
This shield is fashioned from a single piece of flawless crystal with straps of supple leather
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
â (VR) Tome of Clear Thought
very_rare
DDEP07-02 Drums of the Dead
Show
Notes:
Wondrous Item, Very Rare
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
â (C) Chest of Preserving
common
PS-DC-TST-01 The Eye Behind the Mask
Show
đš (UC) Cap of Water Breathing
uncommon
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Wondrous item, uncommon
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
â (R) Chain Mail +1
common
Trade Log
Show
â (L/AT) Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spellâs level. However, if doing so brings the staffâs total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
â (R) Tree of Life Silver Broach (Quaal's Feather Token, Tree)
rare
CCC-Gary-06 - The Death Beneath the Roots
Trade Log
Show
Notes:
Wondrous item, minor tier, rare
This tiny object looks like a small silver broach in the shape of a Tree of Life. It acts as a Quallâs Feather Token.
Tree.
You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Source: DMG, page 188. Available in the SRD (as "Feather Token, Tree").
â (R/AT) Arrow-Catching Shield
rare
CCC-GLIP-02-01 Blue Scales
Trade Log
Show
Notes:
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shieldâs 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.
This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan.
Name | Rarity | Location ▲ | Table | Result | Source | |
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đš (L) Tethir's Cuirass: Plate +3 (Guardian) | legendary | PS-DC-LIGA-01 Suldanessellar Afterlife | Show | |||
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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(L/AT) Tome of the Stilled Tongue | legendary | CCC-GHC-BK03-09 A Convergence of Gods | Show | |||
Notes:
Wondrous item, major tier, legendary (requires attunement by a wizard) This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine. If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn. While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased. This specific tome belongs to Szass Tam, leader of the Red Wizards of Thay. He watches anyone using this tome and can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read. This item can be found in the Dungeon Master's Guide. |
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đ˛ (U) Blessing of Heaven (Blessing of Magic Resistance) | unique | PS-DC-TWW-00 The Wishing Well | Show | |||
Notes:
Blessing of Heaven and Hell (Blessing of Magic Resistance) |
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(L/AT) Rod of Lordly Might | legendary | BMG-MOONEP-MD-02 The Enchantment of Chaos | Show | |||
Notes:
Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a buttonâs effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rodâs flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rodâs flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rodâs flanged head folds down, a spear point springs from the rodâs tip, and the rodâs handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rodâs buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property canât be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property canât be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property canât be used again until the next dawn. |
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â (L/AT) Veiled Shadow's Scarf (Platinum Scarf) | legendary | PS-DC-TWW-00 The Wishing Well | Show | |||
Notes:
Wondrous item, legendary (requires attunement) This scarf is made of sturdy cloth and covered in platinum-colored scales. As an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects: Breath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points. Platinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage. Radiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons. Once three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don't speak a command word, it disappears after 1 minute. This black scarf is made out of silk with interwoven leafs that can be plucked from it, these magic leafs seem to grow back after a day or so. |
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Plate Armor +3 (Guardian) | common | PS-DC-AUG-01 Celestia Has Fallen | Show | |||
Notes:
Armor (heavy), legendary You have a +3 bonus to AC while wearing this armor. This plate armor was recovered from the ursine archons that guard the gate to Mount Celestia. It still smells of bear. Plate. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. AC: 21 |
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đš (R) Ring of Force Resistance | rare | Trade Log | Show | |||
â (L/AT) Tome of the Stilled Tongue | legendary | DDAL00-02F - The Definition of Heroism | Show | |||
Notes:
This thick tome contains pages of thin, hammered copper and has thing covers of slate. It is held shut by a severed elven tongue. Occasionally, the attuned user of this spellbook finds messages that have been scrawled by someone claiming to be Netherese; this ghostly writer refers to itself simply as âthe warlockâ and frequently opines on the power of the one true god of magic: Mystryl. |
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â (L/AT) Holy Avenger Halberd | legendary | Trade Log | Show | |||
Notes:
Halberd, legendary (requires attunement by a paladin) You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. |
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â (R) Greatsword +2 | rare | Trade Log | Show | |||
Notes:
Weapon (greatsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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â (VR) Studded Leather +3 | legendary | PS-DC-TST-01 The Eye Behind the Mask | Show | |||
Notes:
With a swing of his hand that bears the symbol of the |
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â (L/AT) Ring of Invisibility | legendary | DDEP08-03 Last Orders at the Yawning Portal | Show | |||
Notes:
Ring, Legendary (Requires Attunement) This cold steel ring is invisible when unworn but becomes visible when slipped onto the wearerâs finger. While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again. |
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â (VR/AT) Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Armor (Shield), Very Rare (Requires Attunement) This shield is fashioned from a single piece of flawless crystal with straps of supple leather While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you. |
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â (VR) Tome of Clear Thought | very_rare | DDEP07-02 Drums of the Dead | Show | |||
Notes:
Wondrous Item, Very Rare This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the bookâs contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century. |
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â (C) Chest of Preserving | common | PS-DC-TST-01 The Eye Behind the Mask | Show | |||
đš (UC) Cap of Water Breathing | uncommon | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
Wondrous item, uncommon While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. |
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â (R) Chain Mail +1 | common | Trade Log | Show | |||
â (L/AT) Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spellâs level. However, if doing so brings the staffâs total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. |
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â (R) Tree of Life Silver Broach (Quaal's Feather Token, Tree) | rare | CCC-Gary-06 - The Death Beneath the Roots | Trade Log | Show | ||
Notes:
Wondrous item, minor tier, rare This tiny object looks like a small silver broach in the shape of a Tree of Life. It acts as a Quallâs Feather Token. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. Source: DMG, page 188. Available in the SRD (as "Feather Token, Tree"). |
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â (R/AT) Arrow-Catching Shield | rare | CCC-GLIP-02-01 Blue Scales | Trade Log | Show | ||
Notes:
Armor (shield), rare (requires attunement) You gain a +2 bonus to AC against Ranged Attacks while you wield this Shield. This bonus is in addition to the shieldâs 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. This bronze-inlaid shield bears the marching dragon symbol of the Kroth Magg hobgoblin clan. |