Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
☐ (UC) Quiver of Ehlonna
uncommon
CCC-GHC-BK1-01 Into the Border Kingdoms
Show
Notes:
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green.
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
This item can be found in the Dungeon Master’s Guide.
☐ (C) Lantern of Tracking (Aberrations)
common
DC-PoA Mined Your Ore Business
Show
Notes:
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however.
☐ (UC/AT) Psi Crystal
uncommon
DC-PoA Mined Your Ore Business
Show
Notes:
(requires attunement by a creature with an intelligence score of 3 or higher)
This crystal grants you telepathy for as long as you remain attuned to it.
The crystal also glows with a purplish inner light while you are attuned to it.
The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy.
Psi Crystal Properties
Intelligence Score Range of Telepathy Light Intensity
3-7 15 feet Dim light out to a range of 5 feet
8-11 30 feet Bright light in a 5-foot radius and dim light for an additional 5 feet
12-15 60 feet Bright light in a 10-foot radius and dim light for an additional 10 feet
16 or higher 120 feet Bright light in a 15-foot radius and dim light for an additional 15 feet
☐ Boots of Striding and Springing
uncommon
Trade Log
Show
Notes:
Requires Attunement
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.
☐ (UC) Moon Strike (Shortbow +1)
uncommon
CCC-TAROT- 01-06 Lies in the Moonlight
CCC-TAROT- 01-06 Lies in the Moonlight
Show
Notes:
Weapon, Short Bow, Uncommon
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.
See the full description of this item, which can be found in the Dungeon Masters Guide.
🗹 (C) Instrument of Illusions
common
CCC-TAROT- 01-06 Lies in the Moonlight
CCC-TAROT- 01-06 Lies in the Moonlight
Show
Notes:
Wondrous Item, Common
While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything.
🗹 (VR/AT) Ioun Stoone of Leadership
very_rare
DDHC-TOA-10 The Ruins of Hisari
Trade Log
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.
Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
🗹 (R/AT) Mantle of Spell Resistance
rare
DDAL-DRW11 Shadow in the Stacks
DDAL-DRW11 Shadow in the Stacks
Show
Notes:
Wondrous item, rare (requires attunement)
This cloak is wrought from cloth as dark as a starless night sky.
You have advantage on saving throws against spells while you wear this cloak.
🗹 (R/AT) Staff of Defense
rare
DDAL10-10 Burying the Past
Trade Log
Show
Notes:
Staff, Rare (requires attunement)
This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
While holding the staff, you have a +1 bonus to your Armor Class.
The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Mage Armor (1 charge) or Shield (2 charges). No components are required.
The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed.
☐ (C) Unbreakable Arrow
common
DDAL10-00 - Ice Road Trackers
Trade Log
Show
Notes:
Weapon (arrow), common
Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.
This arrow can’t be broken, except when it is within an antimagic field.
☐ (R/AT) necklace of prayer beads (7, 10, 11, 13, 15, 15)
rare
DDHC-Tales of The Yawning Portal - White Plume Mountain
Trade Log
Show
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn.
d20 Bead of ... Spell
1-6 Blessing Bless
7-12 Curing Cure Wounds (2nd level) or Lesser Restoration
13-16 Favor Greater Restoration
17-18 Smiting Branding Smite
19 Summons Planar Ally
20 Wind walking Wind Walk
☐ (UC) Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
☐ (C/AT) Emerald of the war Mage
common
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
☐ (UC) Mithral Plate Armor
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Heavy armor, 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.
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.
Suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.
☐ (R/AT) Gwa’thern Faln (Longbow +1)
rare
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
☐ (R/AT) Cloak of the Raven
rare
DDHC-MORD-01 Riddle of the Raven Queen
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
☐ (C) Dread Helm
common
CCC-GLIP-01-03 Citadel of Vlaakith
Trade Log
Show
Notes:
Wondrous Item, common
This fearsome steel helm makes your eyes glow red while you wear it.
This item can be found in Xanathar’s Guide to Everything.
AWIT CO. Uniform (Clothes of Mending)
common
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Wondrous Item, common
This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.
This outfit bears the logo of A.W.I.T. Co and is worn by the associates and employees of the inter-system trading company.
It comes in three colors: System Void Black, Wildspace Star Orange and Astral Dreadnought Grey, which the characters can choose upon receiving as a reward.
Fell Stinger (Wand of Fireballs)
rare
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
☐ (UC/AT) Pipes of the Sewers
uncommon
DDHC-XGE-01 Rats of Waterdeep
Trade Log
Show
Notes:
Wondrous Item, uncommon (requires attunement)
These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet.
You must be proficient with wind Instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not Attack you unless you threaten or harm them.
The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
This item can be found in the Dungeon Master’s Guide.
Name | Rarity | Location | Table | Result ▲ | Source | |
---|---|---|---|---|---|---|
☐ (UC) Quiver of Ehlonna | uncommon | CCC-GHC-BK1-01 Into the Border Kingdoms | Show | |||
Notes:
This brown leather quiver is equipped with a shoulder strap that bears intricate designs of oak leaves in varying shades of green. |
||||||
☐ (C) Lantern of Tracking (Aberrations) | common | DC-PoA Mined Your Ore Business | Show | |||
Notes:
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Each lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can't be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn't pinpoint the creature's exact location, however. |
||||||
☐ (UC/AT) Psi Crystal | uncommon | DC-PoA Mined Your Ore Business | Show | |||
Notes:
(requires attunement by a creature with an intelligence score of 3 or higher) This crystal grants you telepathy for as long as you remain attuned to it. The crystal also glows with a purplish inner light while you are attuned to it. The higher your intelligence, the greater the light's intensity and the greater the range of the telepathy. |
||||||
☐ Boots of Striding and Springing | uncommon | Trade Log | Show | |||
Notes:
Requires Attunement 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. |
||||||
☐ (UC) Moon Strike (Shortbow +1) | uncommon | CCC-TAROT- 01-06 Lies in the Moonlight | CCC-TAROT- 01-06 Lies in the Moonlight | Show | ||
Notes:
Weapon, Short Bow, Uncommon This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target. See the full description of this item, which can be found in the Dungeon Masters Guide. |
||||||
🗹 (C) Instrument of Illusions | common | CCC-TAROT- 01-06 Lies in the Moonlight | CCC-TAROT- 01-06 Lies in the Moonlight | Show | ||
Notes:
Wondrous Item, Common While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything. |
||||||
🗹 (VR/AT) Ioun Stoone of Leadership | very_rare | DDHC-TOA-10 The Ruins of Hisari | Trade Log | Show | ||
Notes:
Wondrous Item, very rare (requires attunement) 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. Leadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. |
||||||
🗹 (R/AT) Mantle of Spell Resistance | rare | DDAL-DRW11 Shadow in the Stacks | DDAL-DRW11 Shadow in the Stacks | Show | ||
Notes:
Wondrous item, rare (requires attunement) This cloak is wrought from cloth as dark as a starless night sky. You have advantage on saving throws against spells while you wear this cloak. |
||||||
🗹 (R/AT) Staff of Defense | rare | DDAL10-10 Burying the Past | Trade Log | Show | ||
Notes:
Staff, Rare (requires attunement) This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. You must be attuned to the staff to gain its benefits and cast its spells. While holding the staff, you have a +1 bonus to your Armor Class. The staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class's spell list: Mage Armor (1 charge) or Shield (2 charges). No components are required. The staff regains 1d6 + 4 expended charges each day at dawn. If you expend the staff's last charge, roll a d20. On a 1, the staff shatters and is destroyed. |
||||||
☐ (C) Unbreakable Arrow | common | DDAL10-00 - Ice Road Trackers | Trade Log | Show | ||
Notes:
Weapon (arrow), common Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally. This arrow can’t be broken, except when it is within an antimagic field. |
||||||
☐ (R/AT) necklace of prayer beads (7, 10, 11, 13, 15, 15) | rare | DDHC-Tales of The Yawning Portal - White Plume Mountain | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires Attunement by a Cleric, druid, or paladin) This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead’s spell is cast, that bead can’t be used again until the next dawn. d20 Bead of ... Spell |
||||||
☐ (UC) Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Wondrous item, uncommon You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
||||||
☐ (C/AT) Emerald of the war Mage | common | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
||||||
☐ (UC) Mithral Plate Armor | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Heavy armor, 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. 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. Suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
||||||
☐ (R/AT) Gwa’thern Faln (Longbow +1) | rare | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Weapon (longbow), rare (requires attunement) This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior |
||||||
☐ (R/AT) Cloak of the Raven | rare | DDHC-MORD-01 Riddle of the Raven Queen | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. |
||||||
☐ (C) Dread Helm | common | CCC-GLIP-01-03 Citadel of Vlaakith | Trade Log | Show | ||
Notes:
Wondrous Item, common This fearsome steel helm makes your eyes glow red while you wear it. |
||||||
AWIT CO. Uniform (Clothes of Mending) | common | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Wondrous Item, common This elegant outfit of traveler's clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way. |
||||||
Fell Stinger (Wand of Fireballs) | rare | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
||||||
☐ (UC/AT) Pipes of the Sewers | uncommon | DDHC-XGE-01 Rats of Waterdeep | Trade Log | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) These wooden pan-pipes are decorated with carved reliefs of hundreds of scuttling rats. While you’re attuned to the pipes, you always know directions to the nearest sewer outlet. The pipes have 3 Charges. If you play the pipes as an Action, you can use a bonus Action to expend 1 to 3 Charges, calling forth one Swarm of Rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended Charges daily at dawn. Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your Companions for as long as you continue to play the pipes each round as an Action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no ACTIONS. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. |