Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Laser Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.
3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
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.
Laser Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.
3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
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.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Needler Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
This strange pistol resembles a flask with a honeycomb of tubes sticking out its front. The weapon is powered by an energy cell stored at the base of the flask. Placing a full energy cell in the pistol gives the pistol 10 charges.
As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one.
Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Antigravity Belt
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Adventuring gear
Futuristic
Metal tubes ring the lower edge of this wide belt. It is powered by an energy cell stored in a metal case near the buckle. Placing a full energy cell in the belt gives the belt 10 charges.
Activating the Belt. As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges.
When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall.
Replacing the Energy Cell. While the belt has charges remaining, its energy cell can't be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
Laser Pistol
very_rare
DDHC-QftIS Expedition into the Barrier Peaks
DDHC-QftIS Expedition into the Barrier Peaks
Show
Notes:
Weapon
Futuristic, martial weapon, ranged weapon, firearm
2 lb.
3d6 Radiant
Ammunition (40/120 ft.; Energy Cell), Reload (50 shots)
Mastery: Vex
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion.
Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action.
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.
Mindguard Crown
very_rare
DDHC - PaBTSO
Trade Log
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this adamantine crown, you have advantage on Intelligence, Wisdom, and Charisma saving throws, and you have resistance to psychic damage.
Bronze Griffon Figurine of Wondrous Power
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness #3
Show
Notes:
Wondrous item, rare
A Figurine of Wondrous Power is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. 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 allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below.
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.
Energy Shortbow
very_rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness #3
Show
Notes:
Weapon, very rare (requires attunement)
Simple weapon, ranged weapon
2 lb.
1d6 Piercing
Ammunition (Range 80/320 ft.; Arrow), Two‑Handed
Mastery: Vex
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range.
Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost.
Two-Handed. A Two-Handed weapon requires two hands when you attack with it.
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.
Mace of Terror
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness #3
Show
Notes:
Weapon (Mace), rare (requires attunement)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Mastery: Sap
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While 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 make Opportunity Attacks. 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 take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV-13 Fire and Darkness
DDHC-KftGV-13 Fire and Darkness #3
Show
Notes:
Wondrous item, rare
While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn.
The brazier weighs 5 pounds.
Ring of Acid Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Acid damage while wearing this ring. The ring is set with pearl.
Tome of Leadership and Influence
very_rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains guidelines for influencing and charming others, 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 Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Carpet of Flying, 3 ft. × 5 ft.
very_rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
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.
Ring of Lightning Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Lightning damage while wearing this ring. The ring is set with citrine.
Ring of Necrotic Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Necrotic damage while wearing this ring. The ring is set with jet.
Ring of Force Resistance
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Ring, rare
You have Resistance to Force damage while wearing this ring. The ring is set with sapphire.
Staff of Healing
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5
Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.
Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack.
Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition.
Wand of Lightning Bolts
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Wand, rare (requires attunement by a spellcaster)
1 lb.
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Amulet of Health
rare
DDHC-CM- Alkazaar's Appendix
DDHC-CM- Alkazaar's Appendix
Show
Notes:
Wondrous item, rare (requires attunement)
1 lb.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Weapon Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion. Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action. 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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Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Weapon Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion. Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action. 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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Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Needler Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear As an action while holding this pistol, you can expend 1 of its charges to fire a burst of glowing, needlelike darts from the pistol in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 8d4 piercing damage on a failed save or half as much damage on a successful one. Replacing the Energy Cell. While the pistol has charges remaining, its energy cell can't be removed. Once the pistol has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Antigravity Belt | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Adventuring gear Activating the Belt. As a bonus action, you can expend any number of the belt's charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate the belt early, but doing so doesn't recover any expended charges. When you activate the belt, and as a bonus action while it remains active, you can rise or descend vertically up to 20 feet. You remain floating in place while the property is active, and you can move yourself horizontally by being pushed or towed or by scooting yourself along a surface, such as a wall or ceiling, at half your walking speed. If you are still levitating when the belt deactivates, you fall. Replacing the Energy Cell. While the belt has charges remaining, its energy cell can't be removed. Once the belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action. |
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Laser Pistol | very_rare | DDHC-QftIS Expedition into the Barrier Peaks | DDHC-QftIS Expedition into the Barrier Peaks | Show | ||
Notes:
Weapon Ammunition. Firearm Bullets are destroyed upon use in a modern firearm. Futuristic firearms use Energy Cells that become depleted but could possibly be recharged with the proper equipment, at the GM's discretion. Reload. You can make a limited number of shots with a Reload weapon. You must then reload the weapon as an action or a Bonus Action. 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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Mindguard Crown | very_rare | DDHC - PaBTSO | Trade Log | Show | ||
Notes:
Wondrous item, very rare (requires attunement) |
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Bronze Griffon Figurine of Wondrous Power | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness #3 | Show | ||
Notes:
Wondrous item, rare The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. 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 its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified below. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. |
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Energy Shortbow | very_rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness #3 | Show | ||
Notes:
Weapon, very rare (requires attunement) This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. Range. A Range weapon has a range in parentheses after the Ammunition or Thrown property. The range lists two numbers. The first is the weapon's normal range in feet, and the second is the weapon's long range. When attacking a target beyond normal range, you have Disadvantage on the attack roll. You can't attack a target beyond the long range. Ammunition. You can use a weapon that has the Ammunition property to make a ranged attack only if you have ammunition to fire from it. The type of ammunition required is specified with the weapon's range. Each attack expends one piece of ammunition. Drawing the ammunition is part of the attack (you need a free hand to load a one-handed weapon). After a fight, you can spend 1 minute to recover half the ammunition (round down) you used in the fight; the rest is lost. Two-Handed. A Two-Handed weapon requires two hands when you attack with it. 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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Mace of Terror | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness #3 | Show | ||
Notes:
Weapon (Mace), rare (requires attunement) Mastery: Sap. If you hit a creature with this weapon, that creature has Disadvantage on its next attack roll before the start of your next turn. |
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Brazier of Commanding Fire Elementals | rare | DDHC-KftGV-13 Fire and Darkness | DDHC-KftGV-13 Fire and Darkness #3 | Show | ||
Notes:
Wondrous item, rare While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds. |
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Ring of Acid Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Tome of Leadership and Influence | very_rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Wondrous item, very rare |
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Carpet of Flying, 3 ft. × 5 ft. | very_rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | 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. |
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Ring of Lightning Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Ring of Necrotic Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Ring of Force Resistance | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Ring, rare |
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Staff of Healing | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Staff, weapon, rare (requires attunement by a bard, cleric, or druid) Spell Charge Cost Versatile. A Versatile weapon can be used with one or two hands. A damage value in parentheses appears with the property. The weapon deals that damage when used with two hands to make a melee attack. Mastery: Topple. If you hit a creature with this weapon, you can force the creature to make a Constitution saving throw (DC 8 plus the ability modifier used to make the attack roll and your Proficiency Bonus). On a failed save, the creature has the Prone condition. |
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Wand of Lightning Bolts | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Wand, rare (requires attunement by a spellcaster) Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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Amulet of Health | rare | DDHC-CM- Alkazaar's Appendix | DDHC-CM- Alkazaar's Appendix | Show | ||
Notes:
Wondrous item, rare (requires attunement) |