Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Iggwylv's Horn
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Iggwylv's Horn
Wondrous Item, Rare (Requires Attunement)
You can use an action to blow this horn to cast one of the following spells from it: Arms of Hadar, Fog Cloud, Gust of Wind, or Web. If the spell requires a saving throw, the spell save DC is 13.
Once the horn has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
Demon Skin (Plate Armor)
rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Demon Skin (Plate Armor)
Armor (Plate Armor), Rare (Requires Attunement)
This magic armor appears as a pot of bubbling black ichor. When you attune to it, the ichor adheres to and contours to your skin, and the pot disappears. The armor can be worn under normal clothes, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it.
While wearing the armor, you have resistance to poison damage. The armor also doesn’t impose disadvantage on Dexterity (Stealth) checks.
Tasha's Creeping Keelboat
very_rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Tasha's Creeping Keelboat
Wondrous Item, Very Rare (Requires Attunement)
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Manual of Bodily Health
very_rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
DDHC-QfIS-The Lost Caverns of Tsojcanth
Show
Notes:
Manual of Bodily Health
Wondrous item, very rare
This book contains health and diet tips, 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 Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Pipes of Haunting
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Wand of Smiles
common
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Wand of Smiles
Wand, common
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls.
Helm of Telepathy
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
"Junipers Embrace" (Cloak of Displacement)
rare
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
"Junipers Embrace" (Cloak of Displacement)
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.
Made out of white feathers that once belonged to a owlbear called "Juniper"....
Bobbing Lily Pad
very_rare
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Bobbing Lily Pad
Wondrous item, very rare (requires attunement)
This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it.
The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity.
Leather Armor +2
very_rare
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Leather Armor +2
Armor (light), very rare
You have a +2 bonus to AC while wearing this armor.
Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
A Leather Armor made out of Gullob "personal" royal leather collection.
Seelie Court "Longsword" (Dagger +1)
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Seelie Court "Longsword" (Dagger +1)
Weapon (Dagger), uncommon
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Goggles of Night
uncommon
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Goggles of Night
Wondrous item, uncommon
Moonlight monocle (no more fumbling in the dark)
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Wand of the War Mage +2
rare
DDHC-WBW02-Hither
DDHC-WBW02-Hither
Show
Notes:
Wand of the War Mage +2
Wand, rare (requires attunement by a spellcaster)
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Moon Sickle +1
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Nature's Mantle
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Nature's Mantle
Wondrous item, uncommon (requires attunement by a druid or ranger)
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Bag of Beans (4)
rare
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Bag of Beans (4)
Wondrous item, rare
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100
Effect
01
5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
2-10
A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20
A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30
An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40
A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50
1d6 + 6 shriekers sprout.
51-60
1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70
A hungry bulette burrows up and attacks.
71-80
A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90
A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99
A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.
00
A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
Hag Eye (Im Frog of Holding)
uncommon
DDHC-WBW03-Thither
DDHC-WBW03-Thither
Show
Notes:
Hag Eye (Im Frog of Holding)
Wondrous Item, Uncommon
A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.
Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.
Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.
Ornithopter of Flying
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Ornithopter of Flying
Wondrous item, very rare
You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days.
The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds.
Quiver of Ehlonna
uncommon
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Quiver of Ehlonna
Wondrous Item, uncommon
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Eldritch Staff
very_rare
DDHC-WBW04-Yon
DDHC-WBW04-Yon
Show
Notes:
Eldritch Staff
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls.
The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Iggwylv's Horn | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Iggwylv's Horn |
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Demon Skin (Plate Armor) | rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Demon Skin (Plate Armor) |
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Tasha's Creeping Keelboat | very_rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Tasha's Creeping Keelboat |
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Manual of Bodily Health | very_rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | DDHC-QfIS-The Lost Caverns of Tsojcanth | Show | ||
Notes:
Manual of Bodily Health This book contains health and diet tips, 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 Constitution 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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Pipes of Haunting | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Pipes of Haunting You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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Wand of Smiles | common | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Wand of Smiles This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls. |
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Helm of Telepathy | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Helm of Telepathy While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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"Junipers Embrace" (Cloak of Displacement) | rare | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
"Junipers Embrace" (Cloak of Displacement) 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. Made out of white feathers that once belonged to a owlbear called "Juniper".... |
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Bobbing Lily Pad | very_rare | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Bobbing Lily Pad This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water’s surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. |
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Leather Armor +2 | very_rare | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Leather Armor +2 You have a +2 bonus to AC while wearing this armor. Leather. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. A Leather Armor made out of Gullob "personal" royal leather collection. |
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Seelie Court "Longsword" (Dagger +1) | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Seelie Court "Longsword" (Dagger +1) You have a +1 bonus to attack and damage rolls made with this magic weapon. |
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Goggles of Night | uncommon | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Goggles of Night Moonlight monocle (no more fumbling in the dark) While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. |
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Wand of the War Mage +2 | rare | DDHC-WBW02-Hither | DDHC-WBW02-Hither | Show | ||
Notes:
Wand of the War Mage +2 While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. |
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Moon Sickle +1 | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Moon Sickle +1 This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Nature's Mantle | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Nature's Mantle This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Bag of Beans (4) | rare | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Bag of Beans (4) Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect. |
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Hag Eye (Im Frog of Holding) | uncommon | DDHC-WBW03-Thither | DDHC-WBW03-Thither | Show | ||
Notes:
Hag Eye (Im Frog of Holding) A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn. Coven Sensor. The Hag Eye is usually entrusted to a hag’s minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously. Creating a Hag Eye. Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can’t perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends. |
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Ornithopter of Flying | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Ornithopter of Flying You can use this contraption to fly, provided your weight (including whatever you are wearing or carrying) doesn’t exceed 300 pounds. The ornithopter has a flying speed of 30 feet, and it moves according to your spoken directions while you are riding it. It can’t hover. If the ornithopter loses its rider while airborne, it falls and can’t fly again for 1d6 + 4 days. The ornithopter is 8 feet long, has a 14-foot wingspan, and weighs 25 pounds. |
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Quiver of Ehlonna | uncommon | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Quiver of Ehlonna Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. |
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Eldritch Staff | very_rare | DDHC-WBW04-Yon | DDHC-WBW04-Yon | Show | ||
Notes:
Eldritch Staff This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls. The staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy. Eldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage. Eldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn invisible and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain invisible until the start of your next turn or until you attack, cast a spell, or deal damage. |