Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
đ˛ Blessing of Protection
common
DDHC-TYP - White Plume Mountain
Show
đ˛ Blessing of Understanding
unique
KftgV - Fire and Darkness
Show
Notes:
Your Wisdom score increases by 2, up to a maximum of 22.
â (C/AT) Amaranthaâs Heart (Dark Shard Amulet)
common
CCC-TAROT- 01-07 The Seat of the Ruler
CCC-TAROT- 01-07 The Seat of the Ruler
Show
Notes:
Wondrous Item, common (requires attunement by a warlock)
While you are wearing it, you gain the following benefits:
⢠You can use the amulet as a spellcasting focus for your warlock spells
⢠You can try to cast a cantrip you donât know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you canât use this property again until you finish a long rest.
This amulet is shaped like a stylized heart â the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain.
This item can be found in the Xanatharâs Guide to Everything.
(C/AT) Dark Shard Amulet (Special: Consumeable)
common
CCC-GHC-BK2-09 Breath of Fire
Show
Notes:
Wondrous item, common (requires attunement by warlock)
This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron.
While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you donât know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check.
If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you canât use this property again until you finish a long rest.
Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
â (C/AT) Ruby of the War Mage
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, 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.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
(C) Chest of Preserving (Sentinel - Undead)
common
PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun
Show
Notes:
Wonderous Item, Common
This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds.
The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
This item can be found in Waterdeep: Dungeon of the Mad Mage.
Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.
An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: âThanks for restoring Elysium. Youâll always have a friend here. -Tarfenâ. The chest glows when undead creatures are nearby.
â (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 Xanatharâs Guide to Everything.
đš (C) Suldusk Robes (Clothes of mending)
common
PS-DC-LIGA-01 Suldanessellar Afterlife
Trade Log
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.
đš (L/AT) Robe of the Archmagi
legendary
Trade Log
Show
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving throws against spells and other magical effects.
War Mage. Your spell save DC and spell attack bonus each increase by 2.
đš (L) Half-Plate +3
legendary
Trade Log
Show
â (L) Plate Armor +3
legendary
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Heavy armor, legendary
You have a +3 bonus to AC while wearing this armor.
This item is found in the Dungeon Masterâs Guide.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armorâa shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
â (R/AT) Auntie Helenaâs Wand (Wand of Paralysis)
rare
CCC-TAROT- 02-03 To Boldly Go
CCC-TAROT- 02-03 To Boldly Go
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.
This wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the targetâs turns, it can repeat the saving throw, Ending the Effect on itself on a success.
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) Instrument of the Bards (Cli Lyre)
rare
KftgV - Fire and Darkness
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 canât 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
â (R/AT) Mace of Terror
rare
KftgV - Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
â (R/AT) Necklace of Prayer Beads (7, 13, 15, 16, 19, 20)
rare
DDHC-TYP - White Plume Mountain
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 beadâs spell is cast, that bead canât 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
â (R/AT) Staff of the Woodlands
rare
Trade Log
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 staffâs 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.
â (R) Brazier of Commanding Fire Elementals
rare
KftgV - Fire and Darkness
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazierâs command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier canât be used this way again until the next dawn.
The brazier weighs 5 pounds.
â (R) Bronze Griffon Figurine of Wondrous Power
rare
KftgV - Fire and Darkness
Show
Notes:
Wondrous item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for the creature, the figurine doesnât become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it canât be used again until 5 days have passed.
â (R) Chain Mail +1
common
DDHC-TYP - White Plume Mountain
Show
â (R) Crystal Breastplate +1
rare
DDHC-PotA Princes of the Apocalypse
Trade Log
Show
Notes:
Armor (Breastplate ), rare (+1)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
a +1 breastplate crafted from polished crystal. It bears the symbol of earth, and it heightens its wearer's urges to act in a selfish, greedy, or wicked way.
Name ▲ | Rarity | Location | Table | Result | Source | |
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đ˛ Blessing of Protection | common | DDHC-TYP - White Plume Mountain | Show | |||
đ˛ Blessing of Understanding | unique | KftgV - Fire and Darkness | Show | |||
Notes:
Your Wisdom score increases by 2, up to a maximum of 22. |
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â (C/AT) Amaranthaâs Heart (Dark Shard Amulet) | common | CCC-TAROT- 01-07 The Seat of the Ruler | CCC-TAROT- 01-07 The Seat of the Ruler | Show | ||
Notes:
Wondrous Item, common (requires attunement by a warlock) While you are wearing it, you gain the following benefits: ⢠You can use the amulet as a spellcasting focus for your warlock spells ⢠You can try to cast a cantrip you donât know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you canât use this property again until you finish a long rest. This amulet is shaped like a stylized heart â the heart seems to absorb all light into it, and is always pitch dark. When in dim light, the heart seems to have mists swirling around in it. The amulet is supported by a thin gold chain. This item can be found in the Xanatharâs Guide to Everything. |
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(C/AT) Dark Shard Amulet (Special: Consumeable) | common | CCC-GHC-BK2-09 Breath of Fire | Show | |||
Notes:
Wondrous item, common (requires attunement by warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you donât know. The cantrip must be on the warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you canât use this property again until you finish a long rest. Special. The dark shard amulet is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party. |
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â (C/AT) Ruby of the War Mage | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
Notes:
Wondrous item, 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. |
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(C) Chest of Preserving (Sentinel - Undead) | common | PS-DC-STRAT-UNDEAD-02 Liches Just Want To Have Fun | Show | |||
Notes:
Wonderous Item, Common This common wondrous item has the following magical property: food and other perishable items do not age or decay while inside it. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. It weighs 25 pounds. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical. This item can be found in Waterdeep: Dungeon of the Mad Mage. Sentinel (Undead). Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it. An ornate chest decorated with images of flowers, fruits, and a tiny mouse running among the forest. Inside is a note that reads: âThanks for restoring Elysium. Youâll always have a friend here. -Tarfenâ. The chest glows when undead creatures are nearby. |
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â (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 Xanatharâs Guide to Everything. |
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đš (C) Suldusk Robes (Clothes of mending) | common | PS-DC-LIGA-01 Suldanessellar Afterlife | Trade Log | 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. |
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đš (L/AT) Robe of the Archmagi | legendary | Trade Log | Show | |||
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) You gain these benefits while wearing the robe. Armor. If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier. Magic Resistance. You have Advantage on saving throws against spells and other magical effects. War Mage. Your spell save DC and spell attack bonus each increase by 2. |
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đš (L) Half-Plate +3 | legendary | Trade Log | Show | |||
â (L) Plate Armor +3 | legendary | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | |||
Notes:
Heavy armor, legendary You have a +3 bonus to AC while wearing this armor. |
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â (R/AT) Auntie Helenaâs Wand (Wand of Paralysis) | rare | CCC-TAROT- 02-03 To Boldly Go | CCC-TAROT- 02-03 To Boldly Go | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree. This wand has 7 Charges. While holding it, you can use an Action to expend 1 of its Charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the targetâs turns, it can repeat the saving throw, Ending the Effect on itself on a success. 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) Instrument of the Bards (Cli Lyre) | rare | KftgV - Fire and Darkness | 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 canât 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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â (R/AT) Mace of Terror | rare | KftgV - Fire and Darkness | Show | |||
Notes:
Weapon (mace), rare (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it canât willingly move to a space within 30 feet of you. It also canât take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. |
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â (R/AT) Necklace of Prayer Beads (7, 13, 15, 16, 19, 20) | rare | DDHC-TYP - White Plume Mountain | 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 beadâs spell is cast, that bead canât be used again until the next dawn. d20 Bead of ... Spell |
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â (R/AT) Staff of the Woodlands | rare | Trade Log | 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 staffâs 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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â (R) Brazier of Commanding Fire Elementals | rare | KftgV - Fire and Darkness | Show | |||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazierâs command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier canât be used this way again until the next dawn. The brazier weighs 5 pounds. |
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â (R) Bronze Griffon Figurine of Wondrous Power | rare | KftgV - Fire and Darkness | Show | |||
Notes:
Wondrous item, rare A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isnât enough space for the creature, the figurine doesnât become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property canât be used again until a certain amount of time has passed, as specified in the figurineâs description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it canât be used again until 5 days have passed. |
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â (R) Chain Mail +1 | common | DDHC-TYP - White Plume Mountain | Show | |||
â (R) Crystal Breastplate +1 | rare | DDHC-PotA Princes of the Apocalypse | Trade Log | Show | ||
Notes:
Armor (Breastplate ), rare (+1) You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. a +1 breastplate crafted from polished crystal. It bears the symbol of earth, and it heightens its wearer's urges to act in a selfish, greedy, or wicked way. |