Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Ring of Mind Shielding
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication.
Bronze Griffon Figurine of Wondrous Power
rare
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Bronze Griffon Figurine of Wondrous Power
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 isn’t enough space for the creature, the figurine doesn’t 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 can’t be used again until a certain amount of time has passed, as specified in the figurine’s 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 can’t be used again until 5 days have passed.
Shield +1
common
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Shield +1
Armor (shield), rare
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Robe of Useful Items
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Robe of Useful Items
Wondrous item, uncommon
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
Dagger
Bullseye lantern (filled and lit)
Steel mirror
10-foot pole
Hempen rope (50 feet, coiled)
Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
1x Silver coffer (1 foot long, 6 inches wide and deep)
1x Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself.
1x 10 gems worth 100 gp each
1x Wooden ladder (24 feet long)
1x A riding horse with saddle bags
1x Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
1x 4 potions of healing
1x Rowboat (12 feet long)
1x Spell scroll containing one spell of 1st to 3rd level
1x 2 mastiffs
1x Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
1x Portable ram
Warhammer +1
uncommon
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Warhammer +1
Melee weapon (martial, warhammer), uncommon
Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!”
You have a +1 bonus to attack and damage rolls made with this weapon.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Waythe (T4 Lockt)
legendary
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Waythe
Weapon (greatsword), legendary (requires attunement)
Waythe is a unique greatsword most recently in the possession of a high-ranking cloud giant ambassador.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.
The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.
Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.
Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder.
Belt of Fire Giant Strength
very_rare
DDHC-TYP-6 - Against the Giants - The Steading
DDHC-TYP-6 - Against the Giants - The Steading
Show
Notes:
Belt of Fire Giant Strength
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 the belt's score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants.
Stone of Good Luck
uncommon
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain Part 2
Show
Notes:
Stone of Good Luck
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Runensinger (Greatsword +2)
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain Part 2
Show
Notes:
Runensinger (Greatsword +2)
Weapon (greatsword), rare
The greatsword has a long blade covered in runes that begin to glow an icy blue when the sword is unsheathed. The broad blade is decorated with Giand runes and the handle is wrapped in basilisk skin, the fangs of winter wolves form the guard. A large gemstone with runic script pulsates in the middle of the crossguard.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Ring of Protection
rare
DDHC-TYP - White Plume Mountain
DDHC-TYP - White Plume Mountain Part 1
Show
Notes:
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Bracers of Defense
rare
Descent into the Lost Caverns of Tsojcanth
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Eyes of Minute Seeing
uncommon
Descent into the Lost Caverns of Tsojcanth
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Folding Boat
rare
Descent into the Lost Caverns of Tsojcanth
Descent into the Lost Caverns of Tsojcanth
Show
Notes:
Folding Boat
Wondrous item, rare
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Tasha’s Creeping Keelboat
very_rare
Descent into the Lost Caverns of Tsojcanth
Descent into 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.
Bag of Holding
uncommon
lvl 5 Magic Item Chose
CCC-SRCC 01-03 The Altar of the Smoldering Eye
Show
Notes:
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Ebony Fly Figurine of Wondrous Power
rare
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Ebony Fly Figurine of Wondrous Power
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 isn’t enough space for the creature, the figurine doesn’t 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 can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Cloak of Many Fashions
common
SJ-DC-AMAK-01: You better watch out
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Cloak of Many Fashions
Wondrous item, Common
While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their Magical Properties.
Tankard of Sobreity
common
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Tankard of Sobreity
Wondrous Item, common
This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.
Muttering Morningstar
rare
SJ-DC-AMAK-03: The Feast of the Devoured
SJ-DC-AMAK-03: The Feast of the Devoured
Show
Notes:
Muttering Morningstar
weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
Dirty Doll (Talking Doll)
common
SJ-DC-AMAK-04: Starlight's Lament
SJ-DC-AMAK-04: Starlight's Lament
Show
Notes:
Dirty Doll (Talking Doll)
Wondrous Item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
Name | Rarity | Location ▲ | Table | Result | Source | |
---|---|---|---|---|---|---|
Ring of Mind Shielding | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Ring of Mind Shielding While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. |
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Bronze Griffon Figurine of Wondrous Power | rare | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Bronze Griffon Figurine of Wondrous Power 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 isn’t enough space for the creature, the figurine doesn’t 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 can’t be used again until a certain amount of time has passed, as specified in the figurine’s 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 can’t be used again until 5 days have passed. |
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Shield +1 | common | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Shield +1 While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Shields. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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Robe of Useful Items | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Robe of Useful Items This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. Dagger In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. 1x Silver coffer (1 foot long, 6 inches wide and deep) |
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Warhammer +1 | uncommon | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Warhammer +1 Dwarven style. If picked up by a dwarf it barks out, “Here’s a kiss for you, runt!” You have a +1 bonus to attack and damage rolls made with this weapon. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. |
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Waythe (T4 Lockt) | legendary | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Waythe You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone. The sword also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used. Sentience. Waythe is a sentient weapon of neutral good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet. The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder. Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. |
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Belt of Fire Giant Strength | very_rare | DDHC-TYP-6 - Against the Giants - The Steading | DDHC-TYP-6 - Against the Giants - The Steading | Show | ||
Notes:
Belt of Fire Giant Strength 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 the belt's score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. |
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Stone of Good Luck | uncommon | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain Part 2 | Show | ||
Notes:
Stone of Good Luck |
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Runensinger (Greatsword +2) | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain Part 2 | Show | ||
Notes:
Runensinger (Greatsword +2) The greatsword has a long blade covered in runes that begin to glow an icy blue when the sword is unsheathed. The broad blade is decorated with Giand runes and the handle is wrapped in basilisk skin, the fangs of winter wolves form the guard. A large gemstone with runic script pulsates in the middle of the crossguard. You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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Ring of Protection | rare | DDHC-TYP - White Plume Mountain | DDHC-TYP - White Plume Mountain Part 1 | Show | ||
Notes:
Ring of Protection |
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Bracers of Defense | rare | Descent into the Lost Caverns of Tsojcanth | Descent into the Lost Caverns of Tsojcanth | Show | ||
Notes:
Bracers of Defense While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. |
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Eyes of Minute Seeing | uncommon | Descent into the Lost Caverns of Tsojcanth | Descent into the Lost Caverns of Tsojcanth | Show | ||
Notes:
Eyes of Minute Seeing These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range. |
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Folding Boat | rare | Descent into the Lost Caverns of Tsojcanth | Descent into the Lost Caverns of Tsojcanth | Show | ||
Notes:
Folding Boat This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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Tasha’s Creeping Keelboat | very_rare | Descent into the Lost Caverns of Tsojcanth | Descent into the Lost Caverns of Tsojcanth | Show | ||
Notes:
Tasha’s Creeping Keelboat 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. |
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Bag of Holding | uncommon | lvl 5 Magic Item Chose | CCC-SRCC 01-03 The Altar of the Smoldering Eye | Show | ||
Notes:
Bag of Holding This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its Contents. Retrieving an item from the bag requires an Action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its Contents are scattered in the Astral Plane. If the bag is turned inside out, its Contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing Creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of Creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a Heward’s Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random Location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. |
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Ebony Fly Figurine of Wondrous Power | rare | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Ebony Fly Figurine of Wondrous Power 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 isn’t enough space for the creature, the figurine doesn’t 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 can’t be used again until a certain amount of time has passed, as specified in the figurine’s description. Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a Giant Fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. |
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Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Cloak of Many Fashions While wearing this cloak, you can use a bonus Action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its Appearance, the cloak can’t be anything but a cloak. Although it can duplicate the Appearance of other magic cloaks, it doesn’t gain their Magical Properties. |
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Tankard of Sobreity | common | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
Tankard of Sobreity This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison. |
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Muttering Morningstar | rare | SJ-DC-AMAK-03: The Feast of the Devoured | SJ-DC-AMAK-03: The Feast of the Devoured | Show | ||
Notes:
Muttering Morningstar You have a +2 bonus to attack and damage rolls made with this magic weapon. Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. |
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Dirty Doll (Talking Doll) | common | SJ-DC-AMAK-04: Starlight's Lament | SJ-DC-AMAK-04: Starlight's Lament | Show | ||
Notes:
Dirty Doll (Talking Doll) While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends. |