Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
đš (VR) Tome of Leadership and Influence
very_rare
CCC-ROZK01-2 - Zhentarim's Lament
Trade Log
Show
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
â (VR) Stone Half Plate +2
very_rare
DDEP07-02 Drums of the Dead
Assign Service Reward
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Notes:
This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in Dwarvish.
â (VR) Shield +3 (language)
very_rare
BMG-DRW-OD-07 - The Subtlety of Subterfuge
Show
Notes:
Shield, Very Rare
This shield is made of Iskirthos darksteel. Its bearer can speak and understand Old Iskirthos. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shieldâs normal bonus to AC.
â (VR) Pike +3
very_rare
DDAL07-10 Fire, Ash, And Ruin
Assign Service Reward
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Notes:
Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
â (VR) Noot Suit (Fish Suit)
very_rare
SJ-DC-DWR-02 last flight of the orca
SJ-DC-DWR-02 last flight of the orca
Show
Notes:
Wondrous Item, very rare
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
This item is found in the Astral Adventurerâs Guide.
Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them.
The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as â20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.

đš (VR) Dwarven Plate
very_rare
DDHC-CM Alkazaar's Appendix
Trade Log
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
â (VR) Dwarven Half Plate
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Half Plate, very rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
đš (VR) Carpet of Flying (4 ft. Ă 6 ft.)
very_rare
FR-DC-FOS-15 Celebration and Circumvention
Trade Log
Show
Notes:
Wondrous item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 4 ft. Ă 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Minor Property: Compass
The wielder can use an action to learn which way is north.
â (VR/AT) Watchful Helm
very_rare
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 (VR/AT) Wand of Polymorph
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
đš (VR/AT) Staff of Power
very_rare
DDHC-TYP - Tomb of Horrors
Show
Notes:
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
Simple weapon, melee weapon
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 gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Effect
10 ft. away or closer 8 Ă the number of charges in the staff
11 to 20 ft. away 6 Ă the number of charges in the staff
21 to 30 ft. away 4 Ă the number of charges in the staff
â (VR/AT) Staff of Fate
common
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) Ring of Shooting Stars
very_rare
Trade Log
Show
â (VR/AT) Ring of Regeneration
common
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Sich unnatßrlich und doch anschmiegsam anfßhlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brßchig, während die Farbe sich nicht exakt bestimmen lässt.
â (VR/AT) LorâShon vaâNaâeel (Rod of Absorption)
very_rare
DDAL00-02E Forgotten Foes
DDAL00-02E Forgotten Foes
Show
Notes:
Wondrous Item, very rare (requires attunement by a wizard)
The LorâShon vaâNaâeel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the ownerâs actions but fills their dreams with scorn for others who employ magic and hubris for the ownerâs talents. When grasped by the attuned, the end of this rod wraps firmly around the wielderâs wrist. This item can be found in the Dungeon Masterâs Guide.
â (VR/AT) Ghost Step Tattoo (Harmonious Property)
very_rare
Trade Log
Show
â (VR/AT) Energy Longbow
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Longbow, very rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
â (VR/AT) Dread Cutlass (Scimitar of Speed)
very_rare
SJ-DC-DWR-03 Red Flag of Dread
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
DREAD CUTLASS (SCIMITAR OF SPEED)
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
â (VR/AT) Candle of Invocation (Ysgard) (240/240 min)
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, very rare (requires attunement)
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.
While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.
Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. (Ysgard)
đš (VR/AT) Belt of Fire Giant Strength
very_rare
Baldur's Gate: Descent Into Avernus - Chapter 3: Avernus
Assign Service Reward
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25.
Name ▼ | Rarity | Location | Table | Result | Source | |
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đš (VR) Tome of Leadership and Influence | very_rare | CCC-ROZK01-2 - Zhentarim's Lament | Trade Log | Show | ||
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye This book contains guidelines for influencing and charming others, 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 Charisma 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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â (VR) Stone Half Plate +2 | very_rare | DDEP07-02 Drums of the Dead | Assign Service Reward | Show | ||
Notes:
This armor is made of thin plates of runeengraved stone. While worn, the wearer becomes proficient in Dwarvish. |
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â (VR) Shield +3 (language) | very_rare | BMG-DRW-OD-07 - The Subtlety of Subterfuge | Show | |||
Notes:
Shield, Very Rare This shield is made of Iskirthos darksteel. Its bearer can speak and understand Old Iskirthos. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shieldâs normal bonus to AC. |
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â (VR) Pike +3 | very_rare | DDAL07-10 Fire, Ash, And Ruin | Assign Service Reward | Show | ||
Notes:
Weapon (pike), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. |
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â (VR) Noot Suit (Fish Suit) | very_rare | SJ-DC-DWR-02 last flight of the orca | SJ-DC-DWR-02 last flight of the orca | Show | ||
Notes:
Wondrous Item, very rare This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. This item is found in the Astral Adventurerâs Guide. Special: This suit is fashioned to resemble a large pudgy dohwar in your choice of bright color. The beak houses arcane machinery which produces air and the flippers propel the wearer in water and space, leaving small bubbles behind them. The suit has the Temperate minor property, the bearer suffers no harm in temperatures as cold as â20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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đš (VR) Dwarven Plate | very_rare | DDHC-CM Alkazaar's Appendix | Trade Log | Show | ||
Notes:
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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â (VR) Dwarven Half Plate | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Half Plate, very rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. |
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đš (VR) Carpet of Flying (4 ft. Ă 6 ft.) | very_rare | FR-DC-FOS-15 Celebration and Circumvention | Trade Log | Show | ||
Notes:
Wondrous item, very rare You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 4 ft. Ă 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. Minor Property: Compass |
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â (VR/AT) Watchful Helm | very_rare | 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 (VR/AT) Wand of Polymorph | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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đš (VR/AT) Staff of Power | very_rare | DDHC-TYP - Tomb of Horrors | Show | |||
Notes:
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 Ă the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect |
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â (VR/AT) Staff of Fate | common | 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) Ring of Shooting Stars | very_rare | Trade Log | Show | |||
â (VR/AT) Ring of Regeneration | common | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Ring, very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Minor Property: Strange Material Sich unnatßrlich und doch anschmiegsam anfßhlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brßchig, während die Farbe sich nicht exakt bestimmen lässt. |
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â (VR/AT) LorâShon vaâNaâeel (Rod of Absorption) | very_rare | DDAL00-02E Forgotten Foes | DDAL00-02E Forgotten Foes | Show | ||
Notes:
Wondrous Item, very rare (requires attunement by a wizard) The LorâShon vaâNaâeel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the ownerâs actions but fills their dreams with scorn for others who employ magic and hubris for the ownerâs talents. When grasped by the attuned, the end of this rod wraps firmly around the wielderâs wrist. This item can be found in the Dungeon Masterâs Guide. |
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â (VR/AT) Ghost Step Tattoo (Harmonious Property) | very_rare | Trade Log | Show | |||
â (VR/AT) Energy Longbow | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Longbow, very rare (requires attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. |
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â (VR/AT) Dread Cutlass (Scimitar of Speed) | very_rare | SJ-DC-DWR-03 Red Flag of Dread | SJ-DC-DWR-03 Red Flag of Dread | Show | ||
Notes:
DREAD CUTLASS (SCIMITAR OF SPEED) Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
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â (VR/AT) Candle of Invocation (Ysgard) (240/240 min) | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, very rare (requires attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. (Ysgard) |
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đš (VR/AT) Belt of Fire Giant Strength | very_rare | Baldur's Gate: Descent Into Avernus - Chapter 3: Avernus | Assign Service Reward | Show | ||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than 25. |