Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Staff of Frost
very_rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard)
You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
Ring of Fire Resistance
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Ring, rare (requires attunement)
You have resistance to fire damage while wearing this garnet ring.
Plate of Vulnerability (Slashing)
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Frost Brand Greatsword
very_rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Weapon (greatsword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Marvelous Pigments (4 Pots)
very_rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Wondrous Item, very rare
Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Horn of Valhalla (Bronze)
very_rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Wondrous Item, very rare
You can use an action to blow this horn. In response, 4d4+4 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
If you blow the horn without having proficiency with all medium armor, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Belt of Dwarvenkind
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
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.
Longsword +2
rare
DDHC-TYP-6 - Against the Giants Glacial Rift
DDHC-TYP-6 - Against the Giants Glacial Rift
Show
Notes:
Weapon (longsword), rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property)
very_rare
FR-DC-PANDORA-JWEI-06
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, very rare (requires attunement by a monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.
Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly.
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
Manual of Bodily Health
very_rare
DDHC-QfIS-The Lost Caverns of Tsojcanth
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Blood Fury Tattoo
legendary
DDAL-DRW20
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item (tattoo), legendary (requires attunement)
Produced by a special needle, this magic tattoo evokes fury in its form and colors.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt.
When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll.
Tome of Understanding
very_rare
CCC-TRI-15
Trade Log
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Veterans Cane
common
Bastion Craft (Workshop)
Bastion Building
Show
Notes:
Wondrous item, common
As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.
Gold Dragon Scale Mail
very_rare
Keys from the Golden Vault - Heart of Ashes
Trade Log
Show
Notes:
Medium armor (scale mail), very rare (requires attunement)
45 lb.
AC 14 + Dex (max 2)
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.
Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Galder's Bubble Pipe
rare
DDAL00-06 Lost Laboratories of Kwalish
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties:
You can cast fog cloud as an action (1 charge).
You can cast misty step as a bonus action (2 charges).
You can summon a steam mephit as an action (3 charges). The mephit is friendly to you, obeys your verbal commands, and acts on its own turn in the initiative order. It disappears in a harmless puff of steam after 1 minute or if it ends its turn more than 60 feet from the pipe.
Shortsword of the Medusa
very_rare
DDAL00-06 Lost Laboratories of Kwalish
Trade Log
Show
Notes:
Weapon, very rare (requires attunement)
Martial weapon, melee weapon
2 lb. Mastery: Vex
1d6 piercing - Finesse, Light
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack's normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative.
Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
+3 Plate Armor
legendary
PS-DC-MIKE-01 The Clash for the Multiversal Championship
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Heavy armor, legendary
65 lb.
AC 18
You have a +3 bonus to AC while wearing this armor.
The wearer has Disadvantage on Dexterity (Stealth) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend.
Ruby of the War Mage
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
Wondrous item, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.
The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage.
Multiversal Champion Titel (Boon of High Magic)
common
PS-DC-MIKE-01 The Clash for the Multiversal Championship
PS-DC-MIKE-01 The Clash for the Multiversal Championship
Show
Notes:
You gain one 9th-level spell slot, provided that you already have one.
Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery.
Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property)
very_rare
SJ-DC-PANDORA-JWEI-02
Service Rewards 50th Anniversary 1.2
Show
Notes:
Wondrous item, very rare
You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.
A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.
Flavor: This purple carpet has the ornate of Cormyr’s Purple Dragons decorated on it and is widely recognized as a carpet belonging to Cormyr’s Royal family. It is a gift from the once-prince-now-advisor Baerovus Obarksyr to Pleonexia, a most special cat.
It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat.
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Staff of Frost | very_rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Staff, very rare (requires attunement by a Druid, Sorcerer, Warlock, or Wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. |
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Ring of Fire Resistance | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Ring, rare (requires attunement) You have resistance to fire damage while wearing this garnet ring. |
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Plate of Vulnerability (Slashing) | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Armor (plate), rare (requires attunement) While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). |
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Frost Brand Greatsword | very_rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Weapon (greatsword), very rare (requires attunement) When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. |
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Marvelous Pigments (4 Pots) | very_rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Wondrous Item, very rare Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features--such as a door, a pit, flowers, trees, cells, rooms, or weapons-- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |
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Horn of Valhalla (Bronze) | very_rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Wondrous Item, very rare You can use an action to blow this horn. In response, 4d4+4 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. If you blow the horn without having proficiency with all medium armor, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. |
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Belt of Dwarvenkind | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | 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. 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. |
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Longsword +2 | rare | DDHC-TYP-6 - Against the Giants Glacial Rift | DDHC-TYP-6 - Against the Giants Glacial Rift | Show | ||
Notes:
Weapon (longsword), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Purple Wyvernhide Belt (+3 Dragonhide Belt with Guardian Property) | very_rare | FR-DC-PANDORA-JWEI-06 | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, very rare (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn. Flavor: This dragonhide belt is made from the scales of then ‘Purple Dragon Reborn’. Whenever a creature is stunned by the wearer, the scales flare purple and a dragon roar booms proudly. Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition. |
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Manual of Bodily Health | very_rare | DDHC-QfIS-The Lost Caverns of Tsojcanth | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, very rare |
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Blood Fury Tattoo | legendary | DDAL-DRW20 | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item (tattoo), legendary (requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. |
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Tome of Understanding | very_rare | CCC-TRI-15 | Trade Log | Show | ||
Notes:
Wondrous item, very rare |
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Veterans Cane | common | Bastion Craft (Workshop) | Bastion Building | Show | ||
Notes:
Wondrous item, common |
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Gold Dragon Scale Mail | very_rare | Keys from the Golden Vault - Heart of Ashes | Trade Log | Show | ||
Notes:
Medium armor (scale mail), very rare (requires attunement) While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage. Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest gold dragon within 30 miles of yourself. This action can't be used again until the next dawn. The wearer has Disadvantage on Dexterity (Stealth) checks. |
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Galder's Bubble Pipe | rare | DDAL00-06 Lost Laboratories of Kwalish | Trade Log | Show | ||
Notes:
Wondrous item, rare (requires attunement) This finely carved pipe blows odorless bubbles instead of smoke when used. The pipe has 3 charges, and it regains all spent charges daily at dawn. While you hold the pipe, you can expend charges to gain access to the following properties: You can cast fog cloud as an action (1 charge). |
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Shortsword of the Medusa | very_rare | DDAL00-06 Lost Laboratories of Kwalish | Trade Log | Show | ||
Notes:
Weapon, very rare (requires attunement) A creature is immune to this effect if it is immune to damage of the weapon's type, does not have a body made of flesh, or has legendary actions. Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above. Finesse. When making an attack with a Finesse weapon, use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. When you take the Attack action on your turn and attack with a Light weapon, you can make one extra attack as a Bonus Action later on the same turn. That extra attack must be made with a different Light weapon, and you don't add your ability modifier to the extra attack's damage unless that modifier is negative. For example, you can attack with a Shortsword in one hand and a Dagger in the other using the Attack action and a Bonus Action, but you don't add your Strength or Dexterity modifier to the damage roll of the Bonus Action unless that modifier is negative. Mastery: Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn. |
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+3 Plate Armor | legendary | PS-DC-MIKE-01 The Clash for the Multiversal Championship | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | ||
Notes:
Heavy armor, legendary The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. This magnificent suit of plate armor was forged by the same legendary smith that crafted the Undisputed Multiversal Championship belt. As the champion marches forth, their presence is marked by the resounding clangor of steel and the shimmering brilliance of their armor—a shield against physical harm and a symbol of their indomitable spirit. In every clash and confrontation, the armor stands as a testament to the champion's honored status, destined to shape the fate of realms and etch their name in the annals of legend. |
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Ruby of the War Mage | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | ||
Notes:
Wondrous item, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends. The Undisputed Multiversal Championship belt is made of polished gold and inlaid with decorative gems. The blood-red rubies inset into the belt can be removed only by the reigning Multiversal Champion. Once removed, they function as rubies of the war mage. |
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Multiversal Champion Titel (Boon of High Magic) | common | PS-DC-MIKE-01 The Clash for the Multiversal Championship | PS-DC-MIKE-01 The Clash for the Multiversal Championship | Show | ||
Notes:
You gain one 9th-level spell slot, provided that you already have one. Imbued with the power of the Multiversal Championship, you gain an additional 9th-level spell slot, provided that you already have one. This epic boon, granted only to the greatest champions, enhances your magical prowess, allowing you to cast the most potent spells with unparalleled mastery. |
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Cormyr’s Royal Purple Carpet of Flying (3 ft. x 5 ft. with Temperate Property) | very_rare | SJ-DC-PANDORA-JWEI-02 | Service Rewards 50th Anniversary 1.2 | Show | ||
Notes:
Wondrous item, very rare A 3 ft. × 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. Flavor: This purple carpet has the ornate of Cormyr’s Purple Dragons decorated on it and is widely recognized as a carpet belonging to Cormyr’s Royal family. It is a gift from the once-prince-now-advisor Baerovus Obarksyr to Pleonexia, a most special cat. It not only keeps its user warm when the weather is cold, chill when the sun is blazing hot, it also serves as the perfect means of transport and most comfortable bed… mostly for a cat. Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |