Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
🏲 (U) Blessing of Protection
unique
DDHC-TYP - White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
🗹 Tome of Clear Thought
very_rare
Assign Service Reward
Show
Notes:
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 book's Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
☐ Staff of Power
very_rare
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Show
☐ Spear of Backbiting
very_rare
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Show
☐ (R) Portable Hole (Rotten)
rare
ELM2-1 Tendrils in the Fog
Trade Log
Show
Notes:
Wondrous item, rare
This black cloth unfolds into a cavernous hole full of rotting meat perfect for feeding hell hounds. Its owner can spend 10 downtime days to get the rotting meat and the stench out of the fabric.
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.
☐ Rod of the Pact Keeper +3
very_rare
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Show
☐ Ring of Necrotic Resistance
rare
DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors
Show
☐ (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 horn’s 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 isn’t 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 horn’s 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.
☐ (R) Chain Mail +1
rare
DDHC-TYP - White Plume Mountain
Show
☐ (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.
☐ (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 sword’s 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.
☐ (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.
(R/AT) Staff of the Woodlands
rare
DDHC-CM Xanthoria
DDHC-CM Xanthoria
Show
Notes:
Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. 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. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
☐ (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 − 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 can’t 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.
☐ (R/AT) Ring of Protection
rare
DDHC-TYP - White Plume Mountain
Show
Notes:
Requires Attunement
You gain a +1 bonus to AC and Saving Throws while wearing this ring.
☐ (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.
☐ (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 can’t be surprised while this dark blue rhomboid orbits your head.
☐ (R/AT) Golden Apple (Astromancy Archive)
rare
SJ-DC-ECHO-01 Starfall
SJ-DC-ECHO-01 Starfall
Show
Notes:
Wondrous item, rare (requires attunement by a wizard)
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
This item is found in the Dungeon Masters Guide.
Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
🗹 (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.
☐ (R/AT) Cli Lyre
rare
DDHC-CM The Curious Tale of Wisteria Vale
DDHC-CM The Curious Tale of Wisteria Vale
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall
| Name ▼ | Rarity | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 🏲 (U) Blessing of Protection | unique | DDHC-TYP - White Plume Mountain | Show | |||
|
Notes:
You gain a +1 bonus to AC and saving throws. |
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| 🗹 Tome of Clear Thought | very_rare | Assign Service Reward | Show | |||
|
Notes:
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 book's Contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. |
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| ☐ Staff of Power | very_rare | DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors | Show | |||
| ☐ Spear of Backbiting | very_rare | DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors | Show | |||
| ☐ (R) Portable Hole (Rotten) | rare | ELM2-1 Tendrils in the Fog | Trade Log | Show | ||
|
Notes:
Wondrous item, rare This black cloth unfolds into a cavernous hole full of rotting meat perfect for feeding hell hounds. Its owner can spend 10 downtime days to get the rotting meat and the stench out of the fabric. 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. |
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| ☐ Rod of the Pact Keeper +3 | very_rare | DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors | Show | |||
| ☐ Ring of Necrotic Resistance | rare | DDHC-TYP Tales from the Yawning Portal: Tomb of Horrors | Show | |||
| ☐ (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 horn’s 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 isn’t 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 horn’s 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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| ☐ (R) Chain Mail +1 | rare | DDHC-TYP - White Plume Mountain | Show | |||
| ☐ (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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| ☐ (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 sword’s 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. |
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| ☐ (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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| (R/AT) Staff of the Woodlands | rare | DDHC-CM Xanthoria | DDHC-CM Xanthoria | Show | ||
|
Notes:
Staff, rare (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. 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. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. |
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| ☐ (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 − 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 can’t 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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| ☐ (R/AT) Ring of Protection | rare | DDHC-TYP - White Plume Mountain | Show | |||
|
Notes:
Requires Attunement You gain a +1 bonus to AC and Saving Throws while wearing this ring. |
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| ☐ (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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| ☐ (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 can’t be surprised while this dark blue rhomboid orbits your head. |
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| ☐ (R/AT) Golden Apple (Astromancy Archive) | rare | SJ-DC-ECHO-01 Starfall | SJ-DC-ECHO-01 Starfall | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a wizard) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard pells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and ocate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. Created by the astral elves of the Paradise Moon, the leaves of the Golden Apple are made of brilliantly colored crystals, grown in the Crystal Grove of the Hesperides Temple. So that the adventurers may carry the Song of the Hesperides with them wherever they travel, whenever spells are cast through the item, its crystal leaves resonate against one another, ‘echoing’ a tiny portion of the ancient song back to its wielder. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
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| 🗹 (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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| ☐ (R/AT) Cli Lyre | rare | DDHC-CM The Curious Tale of Wisteria Vale | DDHC-CM The Curious Tale of Wisteria Vale | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a bard) An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component. Spells: Fly, invisibility, levitate, protection from evil and good, stone shape, wall of fire, wind wall |
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