Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
đš (R/AT) Cloak of Displacement
rare
CCC-SFBAY-02-01 Old Enemies Arise
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move.
â Lor'shon Va'na'eel (Rod of Absorption)
very_rare
DDAL 00-02E: Forgotten Foes
DDAL 00-02E: Forgotten Foes
Show
Notes:
Wondrous Item, very rare (requires attunement by a wizard)
While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spellâs Effect is canceled, and the spellâs energyânot the spell itselfâis stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it canât absorb more. If you are targeted by a spell that the rod canât store, the rod has no Effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
â (VR/AT) Rod of Alertness
very_rare
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
Show
Notes:
Rod, very rare (requires attunement)
This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Masterâs Guide.
This rod has a flanged head and the following Properties.
Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative.
Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility.
Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rodâs head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light.
The rodâs head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property canât be used again until the next dawn.
â (R/AT) Wand of Wonder
rare
DDAL00-03 Those That Came Before
DDAL00-03 Those That Came Before
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 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
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 dust and is destroyed.
â (U) Discord (Plate +2)
unique
DDAL-DRW-15 Frozen Whispers
DDAL-DRW-15 Frozen Whispers
Show
Notes:
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 canât 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 â60 degrees Fahrenheit.
â (UC) Mithral Splint
uncommon
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
â (R/AT) Ring of Acid Resistance
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Ring, rare (requires attunement)
You have resistance to acid damage while wearing this ring.
â (VR/AT) Animated Shield
very_rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
â (R) Horn of Blasting
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Wondrous item, rare
You can use an action to speak the hornâs command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isnât deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the hornâs magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
â (VR/AT) Wand of Polymorph
very_rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
â (R/AT) Staff of Withering
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
â Longbow +2
rare
DDHC-CM Alkazaar's Appendix
DDHC-CM Alkazaar's Appendix
Show
â (L/AT) Crystal Ball of True Seeing
legendary
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, legendary (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spellâs sensor.
â (UC/AT) Hat of Disguise (Diadem)
uncommon
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
â (R/AT) Ring of Spell Storing (Bless, Revivify)
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 â 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring canât hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
â (R/AT) Ioun Stone of Awareness
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, 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.
Awareness (Rare). You canât be surprised while this dark blue rhomboid orbits your head.
â (VR/AT) Staff of Fate
very_rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Staff, very rare (requires attunement)
This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staffâs charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost.
If you expend the staffâs last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
a six-foot-long staff made of transparent crystal
â (VR/AT) Watchful Helm
very_rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while youâre asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it canât be used again until the next dawn.
a shiny steel helm embossed with lidless eyes
â (UC) Eyes of Minute Seeing
uncommon
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
â (R/AT) Sun Blade
rare
DDHC-CM The Canopic Being
DDHC-CM The Canopic Being
Show
Notes:
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The swordâs luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Name | Rarity | Location ▲ | Table | Result | Source | |
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đš (R/AT) Cloak of Displacement | rare | CCC-SFBAY-02-01 Old Enemies Arise | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) While you wear this cloak, it projects an Illusion that makes you appear to be standing in a place near your actual Location, causing any creature to have disadvantage on Attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, Restrained, or otherwise unable to move. |
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â Lor'shon Va'na'eel (Rod of Absorption) | very_rare | DDAL 00-02E: Forgotten Foes | DDAL 00-02E: Forgotten Foes | Show | ||
Notes:
Wondrous Item, very rare (requires attunement by a wizard) While holding this rod, you can use your Reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spellâs Effect is canceled, and the spellâs energyânot the spell itselfâis stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it canât absorb more. If you are targeted by a spell that the rod canât store, the rod has no Effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a Spellcaster holding the rod, you can convert energy stored in it into Spell Slots to cast Spells you have prepared or know. You can create Spell Slots only of a level equal to or lower than your own Spell Slots, up to a maximum of 5th Level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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â (VR/AT) Rod of Alertness | very_rare | DDAL00-03 Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
Notes:
Rod, very rare (requires attunement) This slender crystal rod is topped with flanged head made of obsidian, and tipped with horrifically sharp silver needles. The center seems to be filled with a curious liquid, within which several free-floating eyes can be spotted. This item can be found in the Dungeon Masterâs Guide. This rod has a flanged head and the following Properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for Initiative. Spells. While holding the rod, you can use an action to cast one of the following Spells from it: Detect Evil and Good, Detect Magic, Detect Poison and Disease, or see Invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rodâs head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and Saving Throws and can sense the Location of any Invisible Hostile creature that is also in the bright light. The rodâs head stops glowing and the Effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property canât be used again until the next dawn. |
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â (R/AT) Wand of Wonder | rare | DDAL00-03 Those That Came Before | DDAL00-03 Those That Came Before | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected. |
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â (U) Discord (Plate +2) | unique | DDAL-DRW-15 Frozen Whispers | DDAL-DRW-15 Frozen Whispers | Show | ||
Notes:
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 canât 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 â60 degrees Fahrenheit. |
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â (UC) Mithral Splint | uncommon | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
â (R/AT) Ring of Acid Resistance | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Ring, rare (requires attunement) You have resistance to acid damage while wearing this ring. |
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â (VR/AT) Animated Shield | very_rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. |
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â (R) Horn of Blasting | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Wondrous item, rare You can use an action to speak the hornâs command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isnât deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the hornâs magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. |
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â (VR/AT) Wand of Polymorph | very_rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wandâs last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. |
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â (R/AT) Staff of Withering | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
Notes:
Staff, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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â Longbow +2 | rare | DDHC-CM Alkazaar's Appendix | DDHC-CM Alkazaar's Appendix | Show | ||
â (L/AT) Crystal Ball of True Seeing | legendary | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Wondrous item, legendary (requires attunement) The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spellâs sensor. |
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â (UC/AT) Hat of Disguise (Diadem) | uncommon | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Wondrous item, uncommon (requires attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. |
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â (R/AT) Ring of Spell Storing (Bless, Revivify) | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Ring, rare (requires attunement) This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 â 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring canât hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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â (R/AT) Ioun Stone of Awareness | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Wondrous item, 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. Awareness (Rare). You canât be surprised while this dark blue rhomboid orbits your head. |
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â (VR/AT) Staff of Fate | very_rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Staff, very rare (requires attunement) This transparent crystal staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. Altered Outcome. The staff has 6 charges. As a bonus action, you can expend 1 of the staffâs charges to give yourself or one other creature that you can see a d4. The recipient can roll this d4 and add the number rolled to one ability check, attack roll, damage roll, or saving throw it makes before the start of your next turn. If this extra die is not used before then, it is lost. If you expend the staffâs last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges. a six-foot-long staff made of transparent crystal |
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â (VR/AT) Watchful Helm | very_rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while youâre asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it canât be used again until the next dawn. a shiny steel helm embossed with lidless eyes |
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â (UC) Eyes of Minute Seeing | uncommon | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
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â (R/AT) Sun Blade | rare | DDHC-CM The Canopic Being | DDHC-CM The Canopic Being | Show | ||
Notes:
Weapon (longsword), rare (requires attunement) This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The swordâs luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |