Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
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.
Rod of Sanctuary (Rod of Security)
very_rare
FR-DC-Vex-Vermin Exterminators
FR-DC-Vex-Vermin Exterminators
Show
Notes:
Rod of Sanctuary (Rod of Security)
Rod, very rare
While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912
"This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses."
Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
Staff of Power
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Staff of Power
Staff, 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 x 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 Damage
10 ft. away or closer 8 x the number of charges in the staff
11 to 20 ft. away 6 x the number of charges in the staff
21 to 30 ft. away 4 x the number of charges in the staff
Ioun Stone of Insight
very_rare
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Ioun Stone of Insight
Wondrous item, very 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.
Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
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.
Mark of the Worldroot (Barrier Tattoo)
very_rare
PS-DC-BY-01 Beneath Yggdrasil
PS-DC-BY-01 Beneath Yggdrasil
Show
Notes:
Mark of the Worldroot (Barrier Tattoo)
Barrier Tattoo (Very Rare)
This tattoo is not merely a ward of magic, but a symbol of balance between realms.
Its origin does not lie in mortal craft, but in the living essence of the World Tree itself.
Legends tell of an avatar who once walked at the boundary of the planes—neither god nor mortal, but a living extension of the World Tree. Where the avatar stood, roots pierced sky, soil, and shadow alike. When the fabric of the worlds began to strain, the avatar tore a fragment of its own essence free and bound it into living ink, so that those who walk unarmored would not walk unprotected.
The Rootbinding Rite
The needle used to create the tattoo is forged from condensed world-metal—cool as moonlight, heavy with memory. During attunement, the bearer presses it to their skin and feels the whisper of the planes: leaves in distant wind, grinding stone, the slow pulse of deep earth.
At the rite’s completion, the needle dissolves into silvery-green ink, forming the mark.
Appearance
The tattoo depicts interwoven lines like roots, branches, and veins, shifting subtly as the bearer moves. From certain angles it resembles bark, from others ancient runes or flowing metal. In moments of stillness, it seems to breathe, as if an ancient heartbeat stirs beneath the skin.
Three layers can be discerned by those who study it closely:
The Roots – endurance and survival
The Trunk – balance and presence
The Crown – protection against forces beyond
Blessing of the Avatar
While the bearer wears no armor, the World Tree’s protection wraps around them like an unseen bark—not rigid like steel, but resilient and adaptive. Blows are turned aside, hostile magic is guided away, as though striking the wrong branch of a vast tree.
A shield may still be used, for the World Tree teaches not vulnerability, but harmony between defense and freedom.
Harmonious Bond
Attunement requires only one minute, as the avatar recognizes those who stand in balance with the worlds. The bond is not forced—it is remembered.
When the bond ends, the roots withdraw. The tattoo fades, and the needle reappears nearby, waiting for another who dares to walk the paths between realms.
Dawnpetal Oath-Ring (Ring of Spell Turning)
legendary
Tradet with Eftychia (Char von Jinxbear)
Trade Log
Show
Notes:
Dawnpetal Oath-Ring (Ring of Spell Turning)
Ring, legendary (requires attunement)
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.
Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath.
At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers.
The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever.
What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril.
Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars) - T4 Locket
legendary
DDHC-WBW05-Palace of Heart's Desire
DDHC-WBW05-Palace of Heart's Desire
Show
Notes:
Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars)
Staff, weapon, legendary (requires attunement by a Spellcaster)
Bound into this staff is a level 8 (Crown of Stars) spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
The spell's saving throw DC is 18, and its attack bonus is +10.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
https://files.d20.io/images/464555549/bQn4OLAinJF9Jbmb4li5lg/med.png?1763409834
"Wrought from twilight, dream-sap, and the fractured light of a fallen star.
When Sibilna still ruled Prismere with elegance wrapped in menace, she crafted a small number of personal boons—gifts for those whose dreams aligned with her interests rather than her commands. Among these rare favors was the Enspelled Staff of the Crown, a conduit woven from dreamstuff and the quiet brilliance of nightfire.
The staff’s body is grown rather than carved: a spiraling length of living wood taken from a Glimmershade Willow, a tree that only blooms within the borderlands where dream and waking overlap. Its surface is smooth yet warm, veined with faint currents of soft violet and rose light, pulsing like a heartbeat half asleep.
At its crown rests a cluster of floating star-petals, each one a fragment of a miniature constellation. They drift lazily around the staff’s head like a gentle orbit—never touching, never dimming. These are not true stars, but echoes of one: a sliver of celestial radiance broken during Sibilna’s fall from grace and caught by the Archdruid’s dreaming boughs before it could fade."
Lore & Presence
The staff thrums with soft, melodic vibrations—tones that resemble distant chimes, felt more than heard. The light around its crown brightens whenever its bearer stands between conflict and tranquility, as if encouraging unity over strife. Beasts, fey, and dream-spirits instinctively recognize it as an emblem of harmonic authority, for the staff remembers Sibilna’s rule not with fear, but with quiet reverence for beauty, poise, and balance.
To your Dream-Druidin, the staff resonates deeply. Its celestial petals glow brightest when surrounded by blooming branches or drifting motes, merging seamlessly with her own dream-nature. In her hands, the staff becomes not a weapon, but a walking star-garden—a promise that even shattered light can bloom anew.
✧ Symbolic Meaning
*To the Fey: a relic of a queen whose elegance masked storms.
To dream-touched druids: a guidepost of inner calm, where visions and reality intertwine.
To its bearer: a reminder that the universe whispers to those who still dare to dream.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| 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. |
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| Rod of Sanctuary (Rod of Security) | very_rare | FR-DC-Vex-Vermin Exterminators | FR-DC-Vex-Vermin Exterminators | Show | ||
|
Notes:
Rod of Sanctuary (Rod of Security) While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. https://files.d20.io/images/457006248/xWYbRw3CKAPrukxSkZ3a4w/med.jpg?1758214912 "This staff transports you and your allies into a beautiful woodland sanctuary blessed by Silvanus himself. Dryads and other mystical woodland creatures tend to your wounds and prepare food and lodging in beautifully crafted tree houses." Minor Propetie - Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10- foot radius and Dim Light for an additional 10 feet, or to extinguish the light. |
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| Staff of Power | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Staff of Power 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 x 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 Damage |
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| Ioun Stone of Insight | very_rare | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Ioun Stone of Insight 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. Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. |
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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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| Mark of the Worldroot (Barrier Tattoo) | very_rare | PS-DC-BY-01 Beneath Yggdrasil | PS-DC-BY-01 Beneath Yggdrasil | Show | ||
|
Notes:
Mark of the Worldroot (Barrier Tattoo) This tattoo is not merely a ward of magic, but a symbol of balance between realms. Legends tell of an avatar who once walked at the boundary of the planes—neither god nor mortal, but a living extension of the World Tree. Where the avatar stood, roots pierced sky, soil, and shadow alike. When the fabric of the worlds began to strain, the avatar tore a fragment of its own essence free and bound it into living ink, so that those who walk unarmored would not walk unprotected. The Rootbinding Rite The needle used to create the tattoo is forged from condensed world-metal—cool as moonlight, heavy with memory. During attunement, the bearer presses it to their skin and feels the whisper of the planes: leaves in distant wind, grinding stone, the slow pulse of deep earth. At the rite’s completion, the needle dissolves into silvery-green ink, forming the mark. Appearance The tattoo depicts interwoven lines like roots, branches, and veins, shifting subtly as the bearer moves. From certain angles it resembles bark, from others ancient runes or flowing metal. In moments of stillness, it seems to breathe, as if an ancient heartbeat stirs beneath the skin. Three layers can be discerned by those who study it closely: The Roots – endurance and survival The Trunk – balance and presence The Crown – protection against forces beyond Blessing of the Avatar While the bearer wears no armor, the World Tree’s protection wraps around them like an unseen bark—not rigid like steel, but resilient and adaptive. Blows are turned aside, hostile magic is guided away, as though striking the wrong branch of a vast tree. A shield may still be used, for the World Tree teaches not vulnerability, but harmony between defense and freedom. Harmonious Bond Attunement requires only one minute, as the avatar recognizes those who stand in balance with the worlds. The bond is not forced—it is remembered. When the bond ends, the roots withdraw. The tattoo fades, and the needle reappears nearby, waiting for another who dares to walk the paths between realms. |
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| Dawnpetal Oath-Ring (Ring of Spell Turning) | legendary | Tradet with Eftychia (Char von Jinxbear) | Trade Log | Show | ||
|
Notes:
Dawnpetal Oath-Ring (Ring of Spell Turning) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC. Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath. At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers. The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever. What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril. |
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| Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars) - T4 Locket | legendary | DDHC-WBW05-Palace of Heart's Desire | DDHC-WBW05-Palace of Heart's Desire | Show | ||
|
Notes:
Staff of Sibilna’s Crown (Enspelled Staff (Level 8 - Crown of Stars) Bound into this staff is a level 8 (Crown of Stars) spell. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff's last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. The spell's saving throw DC is 18, and its attack bonus is +10. Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. https://files.d20.io/images/464555549/bQn4OLAinJF9Jbmb4li5lg/med.png?1763409834 "Wrought from twilight, dream-sap, and the fractured light of a fallen star. When Sibilna still ruled Prismere with elegance wrapped in menace, she crafted a small number of personal boons—gifts for those whose dreams aligned with her interests rather than her commands. Among these rare favors was the Enspelled Staff of the Crown, a conduit woven from dreamstuff and the quiet brilliance of nightfire. The staff’s body is grown rather than carved: a spiraling length of living wood taken from a Glimmershade Willow, a tree that only blooms within the borderlands where dream and waking overlap. Its surface is smooth yet warm, veined with faint currents of soft violet and rose light, pulsing like a heartbeat half asleep. At its crown rests a cluster of floating star-petals, each one a fragment of a miniature constellation. They drift lazily around the staff’s head like a gentle orbit—never touching, never dimming. These are not true stars, but echoes of one: a sliver of celestial radiance broken during Sibilna’s fall from grace and caught by the Archdruid’s dreaming boughs before it could fade." Lore & Presence The staff thrums with soft, melodic vibrations—tones that resemble distant chimes, felt more than heard. The light around its crown brightens whenever its bearer stands between conflict and tranquility, as if encouraging unity over strife. Beasts, fey, and dream-spirits instinctively recognize it as an emblem of harmonic authority, for the staff remembers Sibilna’s rule not with fear, but with quiet reverence for beauty, poise, and balance. To your Dream-Druidin, the staff resonates deeply. Its celestial petals glow brightest when surrounded by blooming branches or drifting motes, merging seamlessly with her own dream-nature. In her hands, the staff becomes not a weapon, but a walking star-garden—a promise that even shattered light can bloom anew. ✧ Symbolic Meaning *To the Fey: a relic of a queen whose elegance masked storms. To dream-touched druids: a guidepost of inner calm, where visions and reality intertwine. To its bearer: a reminder that the universe whispers to those who still dare to dream. |
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