Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Stone of Good Luck
uncommon
TftYP: White Plume Mountain
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.
Staff of the Python
uncommon
FR-DC-FOS-07 Savage Beasts Need Company
Show
Notes:
Staff of the Python
Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock)
Simple weapon, melee weapon
4 lb.
1d6 bludgeoning - versatile (1d8)
You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.
Versatile.
This weapon can be used with one or two hands. A damage value in parentheses appears with the propertyâthe damage when the weapon is used with two hands to make a melee attack.
Minor Property: Song Craft
Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
đ”Spell Scroll of Snare
uncommon
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
Show
Notes:
Spell Scroll of Snare
Scroll, uncommon, Table A
As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap.
This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned.
The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spellâs radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends.
A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends.
After the trap is triggered, the spell ends when no creature is Restrained by it.
âScroll of Beast Bond
uncommon
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
Show
Notes:
Scroll, uncommon, Table A
You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beastâs Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see.
Scimitar
common
DDHC-JRC-02 Written in Blood
Show
đ”Ring of Protection
rare
TftYP: White Plume Mountain
Show
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
đ” Ring of Portection
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Ring of Portection
rare
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws.
Necklace of Prayer Beads
rare
TftYP: White Plume Mountain
Show
Notes:
Necklace of Prayer Beads
Wondrous Item, rare (requires attunement by a Cleric, Druid, or Paladin)
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 Bead of... Spell
1-6 Blessing Bless
7-12 Curing Cure wounds (2nd level) or lesser restoration
13-16 Favor Greater restoration
17-18 Smiting Branding smite
19 Summons Planar ally
20 Wind walking Wind walk
Roll der vom DM gewĂŒrfelt wurde: (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection
đ”Necklace of Fireballs
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Necklace of Fireballs
Wondrous item, rare (9 Charges)
This necklace has 9 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
đ”Mystery Key
common
FR-DC-FOS-07 Savage Beasts Need Company
Show
Notes:
Mystery Key
Wondrous item, common
A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.
Quirk: Hungry
This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
Als ihr nach GegenstĂ€nden sucht, die es wert sind, mitgenommen zu werden, findet ihr diesen merkwĂŒrdig wirkenden SchlĂŒssel. Er scheint zuerst nur ein ungewöhnliches Aussehen zu haben, doch als ein Blutstropfen aus einer eurer Schnittverletzungen auf ihn fĂ€llt, scheint er anzufangen, magisch zu summen.
Miners Pick
common
Trade Log
Show
Notes:
Pick, Miner's
Type: Adventuring Gear Cost: 2 gp Weight: 10 lbs
A miner's pick is designed to concentrate the force of its blow on a small area.
Heward's Handy Haversack Wondrous item, rare
uncommon
DDHC-JRC-02 Written in Blood
DDHC-JRC-02 Written in Blood
Show
Notes:
Wondrous item, rare
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened.
âHelm of Telepathy
uncommon
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines
Show
Notes:
Helm of Telepathy
Wondrous item, uncommon (requires attunement), Table F
This helm of telepathy takes the form of bejeweled tiara sporting a tigerâs eye stone and the heraldry of the Dukes of Scelptar. When worn, you feel an affection for house cats.
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.
This item can be found in the Dungeon Masterâs Guide.
Goggles of Night
uncommon
TftYP: White Plume Mountain
Show
Notes:
Goggles of Night
Wondrous Item, uncommon
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.
Notes: Sense: Darkvision, Detection, Eyewear
Giant Slayer Shortsword
rare
(Ka'Narlist) Lost Caverns of Tsojcanth
Show
Notes:
Giant Slayer Shortsword
Weapon (shortsword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls.
Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Notes: Bonus: Magic, Damage: Additional, Prone, Damage, Combat, Finesse, Light
FOS-06 Story Award: Ferryman's Fee
common
FR-DC-FOS-06 Down to Safety
Show
Notes:
FOS-06 Story Award: Ferryman's Fee (nicht al legal nur in FR-DC-FOS-06 Down to Safety)
Wondrous item, rare (cannot be used by clerics, paladins, druids, warlocks - except Pact of the Fiend - and neither by any character who is lawful good)
You found this odd coin under the tongue of an orc. It smells of smoke and foul water, with an aftertaste of sulfur.
Maybe you can use it to extend some control over the next fiend who crosses your path.
As an action, you can put this coin under your tongue and try to dominate a fiend (max. CR 4) you can see within 60 ft. for 1d6 rounds.
The fiend makes a Wisdom saving throw:
CR 4: DC 13
CR 3: DC 14
CR 2: DC 15
CR 1: DC 16
below CR 1: automatic fail
After the domination ends, the fiend's behaviour depends on the kind of command it was issued and on the intent of the person who dominated it (protecting children = negative, slaughter guards who caught you stealing = good, etc.).
Iit may even serve you afterwards, if it sees you worthy of its devilish powers (or thinks it can corrupt your soul by doing your bidding).
The coin can be used twice per day, six times if it is Walpurgis Night in real life (night going into the first of may).
This item is only accessible in the FOS- adventures and not allowed outside of the series.
If more than one PC has this reward, only one coin may be used in an adventure.
Folding Boat
rare
(Ka'Narlist) 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.
â Flame Tongue Longsword
rare
Keys from the Golden Vault - Heart of Ashes
Show
Notes:
Flame Tongue Longsword
Weapon (longsword), rare (requires attunement)
You can use a bonus action to speak this magic swordâs command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
đ”Eyes of the Eagle
uncommon
FR-DC-FOS-06 Down to Safety
FR-DC-FOS-06 Down to Safety
Show
Notes:
Eyes of the Eagle
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Minor Property: Gleaming
This item never gets dirty.
Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sĂ€mtlicher Dreck perlt ohne RĂŒckstĂ€nde sofort davon ab. Sehr nĂŒtzlich, gerade weil man ja durchgucken muss.
Eyes of Minute Seeing
uncommon
(Ka'Narlist) 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.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Stone of Good Luck | uncommon | TftYP: White Plume Mountain | Show | |||
Notes:
Stone of Good Luck While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. |
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Staff of the Python | uncommon | FR-DC-FOS-07 Savage Beasts Need Company | Show | |||
Notes:
Staff of the Python Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock) Simple weapon, melee weapon 4 lb. 1d6 bludgeoning - versatile (1d8) You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren't incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. This weapon can be used with one or two hands. A damage value in parentheses appears with the propertyâthe damage when the weapon is used with two hands to make a melee attack. Minor Property: Song Craft Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
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đ”Spell Scroll of Snare | uncommon | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | Show | ||
Notes:
Spell Scroll of Snare As you cast this spell, you use the rope to create a circle with a 5-foot radius on the ground or the floor. When you finish casting, the rope disappears and the circle becomes a magic trap. This trap is nearly Invisible, requiring a successful Intelligence (Investigation) check against your spell save DC to be discerned. The trap triggers when a Small, Medium, or Large creature moves onto the ground or the floor in the spellâs radius. That creature must succeed on a Dexterity saving throw or be magically hoisted into the air, leaving it hanging upside down 3 feet above the ground or the floor. The creature is Restrained there until the spell ends. A Restrained creature can make a Dexterity saving throw at the end of each of its turns, ending the effect on itself on a success. Alternatively, the creature or someone else who can reach it can use an action to make an Intelligence (Arcana) check against your spell save DC. On a success, the Restrained effect ends. After the trap is triggered, the spell ends when no creature is Restrained by it. |
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âScroll of Beast Bond | uncommon | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | Show | ||
Notes:
Scroll, uncommon, Table A You establish a telepathic link with one beast you touch that is friendly to you or Charmed by you. The spell fails if the beastâs Intelligence score is 4 or higher. Until the spell ends, the link is active while you and the beast are within line of sight of each other. Through the link, the beast can understand your telepathic messages to it, and it can telepathically communicate simple emotions and concepts back to you. While the link is active, the beast gains advantage on Attack rolls against any creature within 5 feet of you that you can see. |
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Scimitar | common | DDHC-JRC-02 Written in Blood | Show | |||
đ”Ring of Protection | rare | TftYP: White Plume Mountain | Show | |||
Notes:
While you are wearing this ring and are attuned to it, you have a +1 bonus to your Armor Class and saving throws. |
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đ” Ring of Portection | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Ring of Portection |
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Necklace of Prayer Beads | rare | TftYP: White Plume Mountain | Show | |||
Notes:
Necklace of Prayer Beads This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. d20 Bead of... Spell Roll der vom DM gewĂŒrfelt wurde: (Skills: necklace: 3x planar ally, 2 branding smite, 1 bless) + 1x blessing of protection |
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đ”Necklace of Fireballs | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Necklace of Fireballs This necklace has 9 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. |
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đ”Mystery Key | common | FR-DC-FOS-07 Savage Beasts Need Company | Show | |||
Notes:
Mystery Key Wondrous item, common A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears. Quirk: Hungry This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate. Als ihr nach GegenstĂ€nden sucht, die es wert sind, mitgenommen zu werden, findet ihr diesen merkwĂŒrdig wirkenden SchlĂŒssel. Er scheint zuerst nur ein ungewöhnliches Aussehen zu haben, doch als ein Blutstropfen aus einer eurer Schnittverletzungen auf ihn fĂ€llt, scheint er anzufangen, magisch zu summen. |
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Miners Pick | common | Trade Log | Show | |||
Notes:
Pick, Miner's A miner's pick is designed to concentrate the force of its blow on a small area. |
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Heward's Handy Haversack Wondrous item, rare | uncommon | DDHC-JRC-02 Written in Blood | DDHC-JRC-02 Written in Blood | Show | ||
Notes:
Wondrous item, rare This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and canât be reopened. |
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âHelm of Telepathy | uncommon | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | CCC-GHC-BK1-07_The_Peculiar_Case_of_the_Selptan_Felines | Show | ||
Notes:
Helm of Telepathy |
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Goggles of Night | uncommon | TftYP: White Plume Mountain | Show | |||
Notes:
Goggles of Night 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. Notes: Sense: Darkvision, Detection, Eyewear |
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Giant Slayer Shortsword | rare | (Ka'Narlist) Lost Caverns of Tsojcanth | Show | |||
Notes:
Giant Slayer Shortsword You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. Proficiency with a shortsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. Notes: Bonus: Magic, Damage: Additional, Prone, Damage, Combat, Finesse, Light |
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FOS-06 Story Award: Ferryman's Fee | common | FR-DC-FOS-06 Down to Safety | Show | |||
Notes:
FOS-06 Story Award: Ferryman's Fee (nicht al legal nur in FR-DC-FOS-06 Down to Safety) Wondrous item, rare (cannot be used by clerics, paladins, druids, warlocks - except Pact of the Fiend - and neither by any character who is lawful good) You found this odd coin under the tongue of an orc. It smells of smoke and foul water, with an aftertaste of sulfur. Maybe you can use it to extend some control over the next fiend who crosses your path. As an action, you can put this coin under your tongue and try to dominate a fiend (max. CR 4) you can see within 60 ft. for 1d6 rounds. The fiend makes a Wisdom saving throw: CR 4: DC 13 CR 3: DC 14 CR 2: DC 15 CR 1: DC 16 below CR 1: automatic fail After the domination ends, the fiend's behaviour depends on the kind of command it was issued and on the intent of the person who dominated it (protecting children = negative, slaughter guards who caught you stealing = good, etc.). Iit may even serve you afterwards, if it sees you worthy of its devilish powers (or thinks it can corrupt your soul by doing your bidding). The coin can be used twice per day, six times if it is Walpurgis Night in real life (night going into the first of may). This item is only accessible in the FOS- adventures and not allowed outside of the series. If more than one PC has this reward, only one coin may be used in an adventure. |
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Folding Boat | rare | (Ka'Narlist) 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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â Flame Tongue Longsword | rare | Keys from the Golden Vault - Heart of Ashes | Show | |||
Notes:
Flame Tongue Longsword You can use a bonus action to speak this magic swordâs command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |
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đ”Eyes of the Eagle | uncommon | FR-DC-FOS-06 Down to Safety | FR-DC-FOS-06 Down to Safety | Show | ||
Notes:
Eyes of the Eagle Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. Minor Property: Gleaming This item never gets dirty. Es ist im wahrsten Sinn zauberhaft; so viel Schlamm und Brackwasser du auch gegen diese Apparatur schleuderst, sĂ€mtlicher Dreck perlt ohne RĂŒckstĂ€nde sofort davon ab. Sehr nĂŒtzlich, gerade weil man ja durchgucken muss. |
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Eyes of Minute Seeing | uncommon | (Ka'Narlist) 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. |