Magic Items
Purchased Magic Items
Name ▼
Rarity
Location
Table
Result
Source
Unbreakable Arrow
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Weapon (arrow)
Gifted to you by Shaktal of the Reghed Wolf Tribe, this arrow proves to Wolf Tribe members loyal to Aluka that the bearer is a friend and ally.
This arrow can’t be broken, except when it is within an antimagic field.
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff, legendary (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 you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
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 × 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.
Staff of Adornment
common
SJ-DC-MONSTER-01 Phoenix
Show
Notes:
Staff, weapon, common
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors
Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
Spellwrought Tattoo (Cantrip): Spare the Dying
common
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
Wondrous item (tattoo)
Produced by a special needle, this magic tattoo contains a single cantrip (Spare the Dying), wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like.
Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.
Spell Scroll: Intellect Fortress
uncommon
SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em
Show
Notes:
Scroll, (consumable)
3rd-level abjuration
Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Concentration, up to 1 hour
For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws.
At Higher Levels.
When you cast this spell using a spell slot of 4th level or higher, you can target one additional creature for each slot level above 3rd. The creatures must be within 30 feet of each other when you target them.
Classes: Artificer
Subclasses: Arcane Trickster Rogue, Eldritch Knight Fighter
Optional/Variant Classes: Bard, Sorcerer, Warlock, Wizard
Smoldering Armor
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Armor (studded leather),
This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn.
Shield +1
uncommon
Magic Item for Reaching Level 5
Show
Notes:
Armor (shield),
While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC.
Sapphire Buckler
very_rare
SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain
Show
Notes:
Shield, (requires attunement)
6lb
AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Minor Property: Hidden Message
A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
Ring of Regeneration
very_rare
SJ-DC-RTR-11 Little Helpers for the Big One
Show
Notes:
Ring, (requires attunement)
While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Minor Property: Strange Material
The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt.
Ring of Feather Falling
rare
SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid
Show
Notes:
rare (requires attunement)
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Minor Property: Harmonious
Attuning to this item takes only 1 minute.
Pole of Collapsing
common
SJ-DC-RTR-08 Healing the Dead
Show
Notes:
Wondrous Item,
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Minor Property: Unbreakable
The item can't be broken. Special means must be used to destroy it.
Pheonix Tear (Elemental Essence Shard Fire)
rare
SJ-DC-MONSTER-01 Phoenix
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
“The shard shimmers in prismatic fire and glows faintly in darkness; an ethereal song of the phoenix echoes if you listen closely.”
Temperate. The bearer suffers no harm in temperatures as
Orb of Time
common
WBW-DC-FWF Do You Know Da Wey (T1, 4-6h) (eigenes Dungeoncraft)
Show
Notes:
Wondrous item,
3 lb.
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Additional Minor Property:
Compass. The wielder can use an action to learn which way is north.
Moon-Touched Sword
common
BMG-DRW-OD-01 Something in the Way
Show
Notes:
Weapon (longsword),
The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone.
In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.
Horn of Silent Alarm
common
SJ-DC-RTR-05 Cold, Darkness and Fire
Show
Notes:
Wondrous item
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Minor Property: Delver
While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
"Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."
- Howar Kohlenquetscher
Heward's Handy Spice Pouch
common
SJ-DC-RTR-09 Trumps, Trades and Tricks
Show
Notes:
Wondrous Item,
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Minor Property: Language
The bearer can speak and understand Elvish while the item is on the bearer's person.
Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers.
Goggles of Night
uncommon
Trade Log
Show
Notes:
Wondrous item, 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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal.
Flame Tongue
rare
Trade Log
Show
Notes:
Weapon (Long sword). (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.
Fish Suit
very_rare
SJ-DC-RTR-09 Trumps, Trades and Tricks
Show
Notes:
Wondrous item,
This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity.
Minor Property: Beacon
The bearer can use 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.
Ersatz Eye
common
DDAL 10-00 Ice Road Trackersca
Show
Notes:
Wondrous item,
This particular eye was recovered from an ancient orc burial site and it appears oversized and orcish while embedded in your eye socket.
This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye.
While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc.
Name ▼ | Rarity | Location | Table | Result | Source | |
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Unbreakable Arrow | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Weapon (arrow) This arrow can’t be broken, except when it is within an antimagic field. |
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Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | Show | |||
Notes:
Staff, legendary (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 you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges. Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good. 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 × 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. |
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Staff of Adornment | common | SJ-DC-MONSTER-01 Phoenix | Show | |||
Notes:
Staff, weapon, common If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place. This item is warm to the touch, crafted from plane-touched fire trees. Sigils of flames cover its surface. Shades of red and orange are the prominent colors Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
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Spellwrought Tattoo (Cantrip): Spare the Dying | common | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | |||
Notes:
Wondrous item (tattoo) Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5. |
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Spell Scroll: Intellect Fortress | uncommon | SJ-DC-RTR-04 Hunt 'em, Herd 'em, Haul 'em | Show | |||
Notes:
Scroll, (consumable) 3rd-level abjuration For the duration, you or one willing creature you can see within range has resistance to psychic damage, as well as advantage on Intelligence, Wisdom, and Charisma saving throws. At Higher Levels. Classes: Artificer |
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Smoldering Armor | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Armor (studded leather), This leather armor smells of blood and gnoll sweat, and the stench can’t be removed. Wisps of harmless, odorless smoke rise from this armor while it is worn. |
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Shield +1 | uncommon | Magic Item for Reaching Level 5 | Show | |||
Notes:
Armor (shield), While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. |
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Sapphire Buckler | very_rare | SJ-DC-RTR-10 Through Sand, Dust, Hair and Pain | Show | |||
Notes:
Shield, (requires attunement) 6lb AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. Minor Property: Hidden Message A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location. |
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Ring of Regeneration | very_rare | SJ-DC-RTR-11 Little Helpers for the Big One | Show | |||
Notes:
Ring, (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time. Minor Property: Strange Material The item was created from a material that is bizarre given its purpose. Its durability is unaffected. Sich unnatürlich und doch anschmiegsam anfühlend legt sich dieser Ring um deinen Finger. Die Struktur erinnert an Korallenknochen und erscheint genau so brüchig, während die Farbe sich nicht exakt bestimmen lässt. |
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Ring of Feather Falling | rare | SJ-DC-RTR-07 Get In, Get Them, Get Out, Get Paid | Show | |||
Notes:
rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. Minor Property: Harmonious Attuning to this item takes only 1 minute. |
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Pole of Collapsing | common | SJ-DC-RTR-08 Healing the Dead | Show | |||
Notes:
Wondrous Item, While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows. Minor Property: Unbreakable The item can't be broken. Special means must be used to destroy it. |
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Pheonix Tear (Elemental Essence Shard Fire) | rare | SJ-DC-MONSTER-01 Phoenix | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. Roll a d4 and consult the Elemental Essence Shards table to determine the shard's essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Fire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. Temperate. The bearer suffers no harm in temperatures as |
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Orb of Time | common | WBW-DC-FWF Do You Know Da Wey (T1, 4-6h) (eigenes Dungeoncraft) | Show | |||
Notes:
Wondrous item, 3 lb. While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane. Additional Minor Property: Compass. The wielder can use an action to learn which way is north. |
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Moon-Touched Sword | common | BMG-DRW-OD-01 Something in the Way | Show | |||
Notes:
Weapon (longsword), The crossguard of this sword is styled to resemble a bull's head, with each of its horns curling off to form one of the guards. Each of the bull's eyes is an inset moonstone. |
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Horn of Silent Alarm | common | SJ-DC-RTR-05 Cold, Darkness and Fire | Show | |||
Notes:
Wondrous item This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. Minor Property: Delver While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. "Ein Zwerg liebt die Dunkelheit der Minen, doch sollte er stets wissen, wo man die Sonne sehen kann."
|
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Heward's Handy Spice Pouch | common | SJ-DC-RTR-09 Trumps, Trades and Tricks | Show | |||
Notes:
Wondrous Item, This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn. Minor Property: Language The bearer can speak and understand Elvish while the item is on the bearer's person. Dieser Beutel verströmt einen starken Zimtgeruch und scheint perfekt für kalte Jahreszeiten zu sein. Gedanken an grüngekleidete Elfen, geschenktes Spielzeug und ein tiefes dröhnendes Lachen schleichen sich ab und zu in den Verstand des Trägers. |
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Goggles of Night | uncommon | Trade Log | Show | |||
Notes:
Wondrous item, 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. This item is found on Magic Item Table B in the Dungeon Master’s Guide. These goggles are done in a bat motif and studded with teeth. The owner frequently finds blood dripping from their scalp or face as if they have been bitten by a small animal. |
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Flame Tongue | rare | Trade Log | Show | |||
Notes:
Weapon (Long sword). (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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Fish Suit | very_rare | SJ-DC-RTR-09 Trumps, Trades and Tricks | Show | |||
Notes:
Wondrous item, This bulky suit, which fully encases your head and body, takes 1 minute to don or doff. While worn, it enables you to breathe in an airless environment and renders you immune to the harmful effects of any gas that surrounds you. The suit also grants you a swimming speed equal to your walking speed while underwater, or a flying speed equal to your walking speed in an environment with no gravity. Minor Property: Beacon The bearer can use 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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Ersatz Eye | common | DDAL 10-00 Ice Road Trackersca | Show | |||
Notes:
Wondrous item, This artificial eye replaces a real one that was lost or removed. While the ersatz eye is embedded in your eye socket, it can’t be removed by anyone other than you, and you can see through the tiny orb as though it were a normal eye. While you’re attuned to the ersatz eye, you can read and understand, but not speak Orc. |