Magic Items
Purchased Magic Items
Name
Rarity
Location ▲
Table
Result
Source
Mace of Terror
rare
Brimstone Hold
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Bronze Griffon Figurine of Wondrous Power
rare
Brimstone Hold
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
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.
Belt of Dwarvenkind
rare
Brimstone Hold
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish.
Ring of Telekinesis
very_rare
Brimstone Hold
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.
Staff of Thunder and Lightning
very_rare
Durlag's Tower
DDAL05-08+09 Durlags Tomb
Show
Notes:
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can’t be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.
Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.
Skeggöx (+3 Battleaxe)
very_rare
Durlag's Tower
DDAL05-09 Durlag's Tomb
Show
Notes:
Weapon (Battleaxe), Very Rare
Diese beeindruckende Streitaxt besitzt einen massiven Griff, auf dem sich ein riesiges Zahnrad sanft dreht. Mit dem Zahnrad verbunden sind eine Reihe von knirschenden Klingen, die sich ausfahren, wenn die Waffe gegen Riesen eingesetzt wird. Als Bonusaktion kann ein Zwerg oder ein Charakter, der eine zwergische Gottheit verehrt, diese Waffe schwingen und erhält einen Vorteil bei einer Charisma (Einschüchterung)-Überprüfung. Wenn diese Eigenschaft einmal benutzt wurde, kann sie erst in der nächsten Morgendämmerung wieder verwendet werden.
You have a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Dread Helm
common
Gasthaus zur ewigen Ruhe
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
Source: Xanathar's Guide to Everything
Wondrous item, common
This fearsome steel helm makes your eyes glow red while you wear it.
Minor Property Language: Thayan
Deck of Illusions (28 Cards)
uncommon
Gasthaus zur ewigen Ruhe
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, uncommon
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Raven Queens Necklace of Prayer Beads (6 Beads)
rare
Gasthaus zur ewigen Ruhe
FR-DC-CTT Creepy Tavern Tales
Show
Notes:
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.
1 Windwalk
2 Greater Restoration
2 Bless
1 Planar Ally
Minor Property: Harmonios. This Item only needs 1 Minute to attune to it.
Flame Tongue Longsword
rare
Ghalasine
Trade Log
Show
Notes:
Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s 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.
Rod of Security
very_rare
Glacier of the white wyrm
Trade Log
Show
Notes:
Rod, very rare This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier.
Dwarven Plate Armor
very_rare
Golden vault reward
DDHC-KftGV-13 Fire and Darkness
Show
Notes:
Armor (Plate Armor), Very Rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Cloak of Displacement
rare
Golden Vault Reward
Keys from the Golden Vault - Masterpiece Imbroglio
Show
Notes:
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.
Necklace of Fireballs
rare
Guild house of Agile Hand Thiefs Guild
Keys from the Golden Vault - Masterpiece Imbroglio
Show
Notes:
Wondrous item, rare
This necklace has 1d6 + 3=7 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.
Lantern of Revealing
uncommon
Guild house of Agile Hand Thiefs Guild
Keys from the Golden Vault - Masterpiece Imbroglio
Show
Notes:
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Sending Stones
uncommon
Guild house of Agile Hand Thiefs Guild
Keys from the Golden Vault - Masterpiece Imbroglio
Show
Notes:
Wondrous item, uncommon
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Hat of Vermin
common
Hütte im Wald bei Thentia
CCC-TAROT-0105 The Lost Apprentice
Show
Notes:
Hat of Vermin
Wondrous Item, common
This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything.
Hut des Ungeziefers
Wundersamer Gegenstand, gewöhnlich
Diese staubige alte Mütze hat 3 Ladungen. Während du den Hut in der Hand hältst, kannst du eine Aktion nutzen, um 1 seiner Ladungen zu verbrauchen und ein Befehlswort zu sprechen, das eine Fledermaus, einen Frosch oder eine Ratte herbeiruft (siehe das Spielerhandbuch oder das Monsterhandbuch für Statistiken). Die beschworene Kreatur erscheint auf magische Weise im Hut und versucht, so schnell wie möglich von dir wegzukommen. Die Kreatur ist weder freundlich noch feindlich und steht auch nicht unter deiner Kontrolle. Sie verhält sich wie eine normale Kreatur ihrer Art und verschwindet nach 1 Stunde oder wenn sie auf 0 Trefferpunkte fällt. Der Hut erhält täglich im Morgengrauen alle verbrauchten Ladungen zurück. Wenn du diesen schwarzen Hut mit zwei großen Filzohren trägst, wird dein Name auf magische Weise mit gelben Nähten auf den Hut geschrieben. Wenn du ihn abnimmst, verschwindet der Name. Dieser Gegenstand kann in Xanathars Leitfaden für alles gefunden werden.
Boots of False Tracks
common
Icewind Dale
Trade Log
Show
Notes:
Wondrous item, common These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136
Moon Strike, Short Bow +1
uncommon
Insel vor Thentia
CCC-TAROT-0106 Lies in the Moonlight
Show
Notes:
Moon Strike, Short Bow +1
Weapon, Short Bow, Uncommon
This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target.
See the full description of this item, which can be found in the Dungeon Masters Guide.
Mondstreich, Kurzbogen +1
Waffe, Kurzbogen, Ungewöhnlich
Dieser kunstvoll geschnitzte Kurzbogen war ein Geschenk der Mondelfen von Cormanthor. In der Dunkelheit oder bei schwachem Licht erscheinen die von diesem Bogen abgeschossenen Pfeile als helle Streifen aus Mondlicht, während sie auf ihr Ziel zufliegen.
Die vollständige Beschreibung dieses Gegenstandes findet ihr im Dungeon Masters Guide.
Instrument of Illusions
common
Insel vor Thentia
CCC-TAROT-0106 Lies in the Moonlight
Show
Notes:
Instrument of Illusions
Wondrous Item, Common
While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything.
Instrument der Illusionen
Wundersamer Gegenstand, Gemein
Während du dieses Musikinstrument spielst, kannst du harmlose, illusionäre visuelle Effekte in einem Umkreis von 5 Fuß um das Instrument herum erzeugen. Wenn du ein Barde bist, erhöht sich der Radius auf 15 Fuß. Beispiele für visuelle Effekte sind leuchtende Musiknoten, ein spektraler Tänzer, Schmetterlinge und sanft fallender Schnee. Die magischen Effekte haben weder Substanz noch Klang, und sie sind offensichtlich illusorisch. Der Effekt endet, wenn Sie aufhören zu spielen. Dieser Gegenstand kann in Xanathars Handbuch für alles gefunden werden.
| Name | Rarity | Location ▲ | Table | Result | Source | |
|---|---|---|---|---|---|---|
| Mace of Terror | rare | Brimstone Hold | DDHC-KftGV-13 Fire and Darkness | Show | ||
|
Notes:
Weapon (mace), rare (requires attunement) |
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| Bronze Griffon Figurine of Wondrous Power | rare | Brimstone Hold | DDHC-KftGV-13 Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare |
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| Belt of Dwarvenkind | rare | Brimstone Hold | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Your Constitution score increases by 2, to a maximum of 20. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: You have advantage on saving throws against poison, and you have resistance against poison damage. You have darkvision out to a range of 60 feet. You can speak, read, and write Dwarvish. |
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| Ring of Telekinesis | very_rare | Brimstone Hold | DDHC-KftGV-13 Fire and Darkness | Show | ||
|
Notes:
Ring, very rare (requires attunement) |
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| Staff of Thunder and Lightning | very_rare | Durlag's Tower | DDAL05-08+09 Durlags Tomb | Show | ||
|
Notes:
Staff, Very Rare (Requires Attunement) Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required). Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder audible out to 300 feet (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Thunder and Lightning. Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one. Lightning Strike. You can take a Magic action to cause a bolt of lightning to leap from the staff’s tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one. Thunderclap. You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. |
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| Skeggöx (+3 Battleaxe) | very_rare | Durlag's Tower | DDAL05-09 Durlag's Tomb | Show | ||
|
Notes:
Weapon (Battleaxe), Very Rare Diese beeindruckende Streitaxt besitzt einen massiven Griff, auf dem sich ein riesiges Zahnrad sanft dreht. Mit dem Zahnrad verbunden sind eine Reihe von knirschenden Klingen, die sich ausfahren, wenn die Waffe gegen Riesen eingesetzt wird. Als Bonusaktion kann ein Zwerg oder ein Charakter, der eine zwergische Gottheit verehrt, diese Waffe schwingen und erhält einen Vorteil bei einer Charisma (Einschüchterung)-Überprüfung. Wenn diese Eigenschaft einmal benutzt wurde, kann sie erst in der nächsten Morgendämmerung wieder verwendet werden. You have a +3 bonus to attack rolls and damage rolls made with this magic weapon. |
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| Dread Helm | common | Gasthaus zur ewigen Ruhe | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
Source: Xanathar's Guide to Everything |
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| Deck of Illusions (28 Cards) | uncommon | Gasthaus zur ewigen Ruhe | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
Source: Dungeon Master's Guide |
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| Raven Queens Necklace of Prayer Beads (6 Beads) | rare | Gasthaus zur ewigen Ruhe | FR-DC-CTT Creepy Tavern Tales | Show | ||
|
Notes:
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. |
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| Flame Tongue Longsword | rare | Ghalasine | Trade Log | Show | ||
|
Notes:
Weapon (longsword), rare (requires attunement) You can use a bonus action to speak this magic sword’s 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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| Rod of Security | very_rare | Glacier of the white wyrm | Trade Log | Show | ||
|
Notes:
Rod, very rare This wrought iron rod is covered in tiny padlocks and always cold to the touch. The rod will transport you and up to six willing companions to a comfortable cabin with no exit save for the rod. The windows display a dark and foreboding forest, and a tallspired castle can be seen through the gloom. After 24 hours, you and your allies return to the exact location you left though you may choose to leave earlier. |
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| Dwarven Plate Armor | very_rare | Golden vault reward | DDHC-KftGV-13 Fire and Darkness | Show | ||
|
Notes:
Armor (Plate Armor), Very Rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. |
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| Cloak of Displacement | rare | Golden Vault Reward | Keys from the Golden Vault - Masterpiece Imbroglio | Show | ||
|
Notes:
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. |
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| Necklace of Fireballs | rare | Guild house of Agile Hand Thiefs Guild | Keys from the Golden Vault - Masterpiece Imbroglio | Show | ||
|
Notes:
Wondrous item, rare |
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| Lantern of Revealing | uncommon | Guild house of Agile Hand Thiefs Guild | Keys from the Golden Vault - Masterpiece Imbroglio | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Sending Stones | uncommon | Guild house of Agile Hand Thiefs Guild | Keys from the Golden Vault - Masterpiece Imbroglio | Show | ||
|
Notes:
Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell. Once sending is cast through the stones, they can’t be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical. |
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| Hat of Vermin | common | Hütte im Wald bei Thentia | CCC-TAROT-0105 The Lost Apprentice | Show | ||
|
Notes:
Hat of Vermin Wondrous Item, common This dusty old cap has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons a bat, a frog, or a rat (see the Player’s Handbook or the Monster Manual for statistics). The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. While wearing this black hat, with two large felt ears, you name is magically written on it in yellow stitching. When you take it off, the name disappears. This item can be found in the Xanathar’s Guide to Everything. Hut des Ungeziefers Wundersamer Gegenstand, gewöhnlich Diese staubige alte Mütze hat 3 Ladungen. Während du den Hut in der Hand hältst, kannst du eine Aktion nutzen, um 1 seiner Ladungen zu verbrauchen und ein Befehlswort zu sprechen, das eine Fledermaus, einen Frosch oder eine Ratte herbeiruft (siehe das Spielerhandbuch oder das Monsterhandbuch für Statistiken). Die beschworene Kreatur erscheint auf magische Weise im Hut und versucht, so schnell wie möglich von dir wegzukommen. Die Kreatur ist weder freundlich noch feindlich und steht auch nicht unter deiner Kontrolle. Sie verhält sich wie eine normale Kreatur ihrer Art und verschwindet nach 1 Stunde oder wenn sie auf 0 Trefferpunkte fällt. Der Hut erhält täglich im Morgengrauen alle verbrauchten Ladungen zurück. Wenn du diesen schwarzen Hut mit zwei großen Filzohren trägst, wird dein Name auf magische Weise mit gelben Nähten auf den Hut geschrieben. Wenn du ihn abnimmst, verschwindet der Name. Dieser Gegenstand kann in Xanathars Leitfaden für alles gefunden werden. |
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| Boots of False Tracks | common | Icewind Dale | Trade Log | Show | ||
|
Notes:
Wondrous item, common These comfortable, fur-lined boots are embroidered with gaudy, but worthless, gems. Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size. Xanathar’s Guide to Everything, p. 136 |
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| Moon Strike, Short Bow +1 | uncommon | Insel vor Thentia | CCC-TAROT-0106 Lies in the Moonlight | Show | ||
|
Notes:
Moon Strike, Short Bow +1 Weapon, Short Bow, Uncommon This intricately carved short bow was a gift from the Moon Elves of Cormanthor. In Darkness or low light, arrows shot from this bow appear as bright streaks of moonlight as they fly towards their target. See the full description of this item, which can be found in the Dungeon Masters Guide. Mondstreich, Kurzbogen +1 Dieser kunstvoll geschnitzte Kurzbogen war ein Geschenk der Mondelfen von Cormanthor. In der Dunkelheit oder bei schwachem Licht erscheinen die von diesem Bogen abgeschossenen Pfeile als helle Streifen aus Mondlicht, während sie auf ihr Ziel zufliegen. Die vollständige Beschreibung dieses Gegenstandes findet ihr im Dungeon Masters Guide. |
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| Instrument of Illusions | common | Insel vor Thentia | CCC-TAROT-0106 Lies in the Moonlight | Show | ||
|
Notes:
Instrument of Illusions Wondrous Item, Common While you are playing this musical instrument, you can create harmless, illusionary visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effect ends when you stop playing. This item can be found in Xanathar’s Guide to Everything. Instrument der Illusionen Wundersamer Gegenstand, Gemein Während du dieses Musikinstrument spielst, kannst du harmlose, illusionäre visuelle Effekte in einem Umkreis von 5 Fuß um das Instrument herum erzeugen. Wenn du ein Barde bist, erhöht sich der Radius auf 15 Fuß. Beispiele für visuelle Effekte sind leuchtende Musiknoten, ein spektraler Tänzer, Schmetterlinge und sanft fallender Schnee. Die magischen Effekte haben weder Substanz noch Klang, und sie sind offensichtlich illusorisch. Der Effekt endet, wenn Sie aufhören zu spielen. Dieser Gegenstand kann in Xanathars Handbuch für alles gefunden werden. |
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