Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result ▲
Source
Goggles of Night
uncommon
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wondrous item, uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Ring of Spell Storing
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Ring of Protection
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Ring, rare (requires attunement)
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Blessing of Protection
unique
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Blessing
You gain a +1 bonus to AC and saving throws.
+3 Wand of the War Mage
very_rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
1 lb.
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.
Staff of the Woodlands
rare
DDHC-TYP White Plume Mountain
DDHC-TYP White Plume Mountain
Show
Notes:
Staff, weapon, rare (requires attunement by a druid)
Simple weapon, melee weapon
4 lb.
1d6 Bludgeoning
Versatile (1d8)
Mastery: Topple
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell Charge Cost
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6
Tree Form. You can take a Magic action to plant one end of the staff in earth in an unoccupied space and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of Transmutation magic that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
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.
+1 Plate Armor
rare
D&D Adventurers League Service Awards 2025v2
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Heavy armor, rare
65 lb.
AC 18
You have a +1 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.
Dawnpetal Oath-Ring (Ring of Spell Turning)
legendary
DDHC-WDH-B
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Ring, legendary (requires attunement)
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.
Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath.
At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers.
The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever.
What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril.
Manual of Quickness Action
very_rare
Traded
Trade Log
Show
Notes:
Wondrous item, very rare
5 lb.
This book contains coordination and balance 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Rope of Entanglement
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Wondrous item, rare
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).
A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Figurine of Wondrous Power, Bronze Griffon
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
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.
Mace of Terror
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
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.
Ring of Telekinesis
very_rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Ring, very rare (requires attunement)
While wearing this ring, you can cast Telekinesis from it.
Brazier of Commanding Fire Elementals
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Wondrous item, rare
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.
Instrument of the Bards, Cli Lyre
rare
DDHC-KftGV Fire and Darkness
DDHC-KftGV Fire and Darkness
Show
Notes:
Wondrous item, rare (requires attunement by a bard)
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
Belt of Fire Giant Strength
very_rare
DDHC-DIA-3
D&D Adventurers League Service Awards 2025v2
Show
Notes:
Wondrous item, very rare (requires attunement)
While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Dwarven Half Plate Armor
very_rare
Traded
Trade Log
Show
Notes:
Medium armor (half plate armor), very rare
40 lb.
AC 15 + Dex (max 2)
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.
The wearer has Disadvantage on Dexterity (Stealth) checks.
Ring of Shooting Stars
very_rare
Traded
Trade Log
Show
Notes:
Ring, very rare (requires attunement)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.
Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius.
As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.
Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4
Shooting Stars. You can expend 1 to 3 charges as a Magic action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.
Golden Flywheel
uncommon
DDHC-EoR-01 Return from Neverdeath Graveyard
DDHC-EoR Eve of Ruin
Show
Notes:
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
"The gold-colored flywheel is magical and has the properties of a Stone of Good Luck."
Ioun Stone, Historical Knowledge
rare
DDAL00-06 Lost Laboratories of Kwalish
Trade Log
Show
Notes:
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
| Name | Rarity | Location | Table | Result ▲ | Source | |
|---|---|---|---|---|---|---|
| Goggles of Night | uncommon | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wondrous item, uncommon |
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| Ring of Spell Storing | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. |
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| Ring of Protection | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| Blessing of Protection | unique | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Blessing You gain a +1 bonus to AC and saving throws. |
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| +3 Wand of the War Mage | very_rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Wand, very rare (requires attunement by a spellcaster) |
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| Staff of the Woodlands | rare | DDHC-TYP White Plume Mountain | DDHC-TYP White Plume Mountain | Show | ||
|
Notes:
Staff, weapon, rare (requires attunement by a druid) Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell. Spell Charge Cost Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff. 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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| +1 Plate Armor | rare | D&D Adventurers League Service Awards 2025v2 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Heavy armor, rare 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. |
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| Dawnpetal Oath-Ring (Ring of Spell Turning) | legendary | DDHC-WDH-B | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Ring, legendary (requires attunement) While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC. Fashioned through the unlikely alliance of dwarf-smiths and elven gem-singers, the ring is carved entirely from moon-pale mithral that has been dark-patinated to resemble the weathered bark of an ancient cherry tree. Two slender “branches” spiral around one another to form the band, each twist bearing miniature blossoms polished to bright silver so they glimmer against the dusky texture beneath. At the point where the branches meet, they unfurl to cradle a single flower cut from translucent rose quartz—its five petals soft with dawn-pink marbling—and, at the very center, a spray of hair-fine golden stamens tipped with perfect bead-like anthers. The inside of the shank is smooth and cool, curving around the finger with the inscription "Forever yours, E." etched deep enough to outlast centuries yet flowing like a lover’s quickened handwriting. Light as a breath and warm to the touch, the piece feels less like metal and stone than a living bough caught at the first blush of spring, promising that love, once budded, will bloom forever. What few know is that the ring is not merely beautiful—it is enchanted by Zybilna, known to some as Tasha, the archfey sorceress of unparalleled cunning and grace. Woven into its design is a subtle, protective magic: a ward of unseen blossomlight that shields the wearer from harm. Should danger near, the petals seem to shimmer faintly, and for a heartbeat, the air carries the scent of spring rain on cherry blossoms. This enchantment, born of fae love and mortal craftsmanship, ensures that those who wear the Dawnpetal Oath-Ring are never truly alone, even in the shadow of peril. |
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| Manual of Quickness Action | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Wondrous item, very rare |
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| Rope of Entanglement | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed. |
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| Figurine of Wondrous Power, Bronze Griffon | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | 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. |
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| Mace of Terror | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | 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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| Ring of Telekinesis | very_rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Ring, very rare (requires attunement) |
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| Brazier of Commanding Fire Elementals | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare |
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| Instrument of the Bards, Cli Lyre | rare | DDHC-KftGV Fire and Darkness | DDHC-KftGV Fire and Darkness | Show | ||
|
Notes:
Wondrous item, rare (requires attunement by a bard) You can play the Cli Lyre to cast one of the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, and Wind Wall. Once the Cli Lyre has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. |
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| Belt of Fire Giant Strength | very_rare | DDHC-DIA-3 | D&D Adventurers League Service Awards 2025v2 | Show | ||
|
Notes:
Wondrous item, very rare (requires attunement) |
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| Dwarven Half Plate Armor | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Medium armor (half plate armor), very rare The wearer has Disadvantage on Dexterity (Stealth) checks. |
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| Ring of Shooting Stars | very_rare | Traded | Trade Log | Show | ||
|
Notes:
Ring, very rare (requires attunement) The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring. Lightning Spheres. You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. Number of Spheres Lightning Damage |
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| Golden Flywheel | uncommon | DDHC-EoR-01 Return from Neverdeath Graveyard | DDHC-EoR Eve of Ruin | Show | ||
|
Notes:
Wondrous item, uncommon (requires attunement) |
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| Ioun Stone, Historical Knowledge | rare | DDAL00-06 Lost Laboratories of Kwalish | Trade Log | Show | ||
|
Notes:
Wondrous item, rare (requires attunement) When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head. |
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