Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Iron Bands of Bilarro
rare
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again until the next dawn.
Keoghtom's Ointment
uncommon
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
consumabal 2
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Longbow +1
uncommon
Level up
DDHC-CM The Joy of Extradimensional Spaces
Show
Metal Baton with Continual Flame
unique
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Continual Flame Enchantment:
A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched.
Mithral Plate Armor
uncommon
Boss raum
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Heavy armor, minor tier, uncommon
65 lb.
AC 18
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.
Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.
Pipes of Haunting
uncommon
Markella
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Potion of animal frindship
uncommon
Musemum
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Potion, uncommon
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Potion of greater healing
uncommon
Spiel
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Potion, uncommon
You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. This potion was brewed by Bess Tharmon, an apprentice wizard of Blackstaff Tower. It has a pleasant, fruity aroma and its flavor has notes of citrus, wild cherry, and a hint of dark chocolate.
Potion of Psychic Resistance
uncommon
Mindflaer
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Potion, uncommon
When you drink this potion, you gain resistance to psychic damage for 1 hour.
Ring of Free Action
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Ring, major tier, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Spell Scroll (3rd Level) Glyph of Warding
uncommon
Zweite Etage auf dem Tisch
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Scroll, uncommon
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 13. On a failed check, the spell disappears from the scroll with no other effect.
This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll: Control Water
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
4th-level transmutation
Casting Time: 1 action
Range: 300 feet
Components: V, S, M (a drop of water and a pinch of dust)
Duration: Concentration, up to 10 minutes
Until the spell ends, you control any freestanding water inside an area you choose that is a cube up to 100 feet on a side. You can choose from any of the following effects when you cast this spell. As an action on your turn, you can repeat the same effect or choose a different one.
Flood.
You cause the water level of all standing water in the area to rise by as much as 20 feet. If the area includes a shore, the flooding water spills over onto dry land.
If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing.
The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts.
Part Water.
You cause water in the area to move apart and create a trench. The trench extends across the spell's area, and the separated water forms a wall to either side. The trench remains until the spell ends or you choose a different effect. The water then slowly fills in the trench over the course of the next round until the normal water level is restored.
Redirect Flow.
You cause flowing water in the area to move in a direction you choose, even if the water has to flow over obstacles, up walls, or in other unlikely directions. The water in the area moves as you direct it, but once it moves beyond the spell's area, it resumes its flow based on the terrain conditions. The water continues to move in the direction you chose until the spell ends or you choose a different effect.
Whirlpool.
This effect requires a body of water at least 50 feet square and 25 feet deep. You cause a whirlpool to form in the center of the area. The whirlpool forms a vortex that is 5 feet wide at the base, up to 50 feet wide at the top, and 25 feet tall. Any creature or object in the water and within 25 feet of the vortex is pulled 10 feet toward it. A creature can swim away from the vortex by making a Strength (Athletics) check against your spell save DC.
When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so.
The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex.
Spell Scroll: Gust of Wind
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
2nd-level evocation
Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute
A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.
Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.
The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.
As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
Spell Scroll: Magic Missle
common
sonder Item
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Magic Missle Scroll (von altem Buchhändler)
Spell Scroll of Pass Without Trace
uncommon
Zeltlager
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Scroll, uncommon
A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.
Spell Scroll: Speak with Plants
uncommon
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
3rd-level transmutation
Casting Time: 1 action
Range: Self (30-foot radius)
Components: V, S
Duration: 10 minutes
You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances.
You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example.
Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks.
If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it.
This spell can cause the plants created by the entangle spell to release a restrained creature.
Spellwrought tattoo (Guidance).
common
Schwester der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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.
Still-moving Skeleton of a Parrot
common
Turm Käfig 3 Stock
CCC-GHC-BK1-09 Scavengers
Show
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket.
Studded Leather Armor +1 mit Guardian
rare
Bruder der Assasinen
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Studded Leather Armor +1 (rare)
This Studded Leather Armor is made from black Leather and harmless metal spikes.
You have a +1 bonus to AC while wearing this armor.
Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
Talon's hood (sentinel hat of Vermin)
common
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, common
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Iron Bands of Bilarro | rare | DDHC-CM-Zikran’s Zephyrean Tome | Show | |||
Notes:
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can’t be used again until the next dawn. |
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Keoghtom's Ointment | uncommon | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
consumabal 2 Wondrous item, uncommon This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. |
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Longbow +1 | uncommon | Level up | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
Metal Baton with Continual Flame | unique | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Continual Flame Enchantment: A flame, equivalent in brightness to a torch, springs forth from the baton. The effect looks like a regular flame, but it creates no heat and doesn't use oxygen. A continual flame can be covered or hidden but not smothered or quenched. |
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Mithral Plate Armor | uncommon | Boss raum | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
Heavy armor, minor tier, uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body. Treasure. Ghoriliath wears a suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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Pipes of Haunting | uncommon | Markella | DDHC-MORD-01 Riddle of the Raven Queen | Show | ||
Notes:
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. |
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Potion of animal frindship | uncommon | Musemum | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Potion, uncommon When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. |
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Potion of greater healing | uncommon | Spiel | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Potion, uncommon You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated. This potion was brewed by Bess Tharmon, an apprentice wizard of Blackstaff Tower. It has a pleasant, fruity aroma and its flavor has notes of citrus, wild cherry, and a hint of dark chocolate. |
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Potion of Psychic Resistance | uncommon | Mindflaer | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Potion, uncommon |
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Ring of Free Action | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Ring, major tier, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. |
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Spell Scroll (3rd Level) Glyph of Warding | uncommon | Zweite Etage auf dem Tisch | SJ-DC-AMAK-01: You better watch out | Show | ||
Notes:
Scroll, uncommon A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 13. On a failed check, the spell disappears from the scroll with no other effect. This scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7. A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 13. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed. |
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Spell Scroll: Control Water | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
4th-level transmutation Flood. If you choose an area in a large body of water, you instead create a 20-foot tall wave that travels from one side of the area to the other and then crashes down. Any Huge or smaller vehicles in the wave's path are carried with it to the other side. Any Huge or smaller vehicles struck by the wave have a 25 percent chance of capsizing. The water level remains elevated until the spell ends or you choose a different effect. If this effect produced a wave, the wave repeats on the start of your next turn while the flood effect lasts. Part Water. Redirect Flow. Whirlpool. When a creature enters the vortex for the first time on a turn or starts its turn there, it must make a Strength saving throw. On a failed save, the creature takes 2d8 bludgeoning damage and is caught in the vortex until the spell ends. On a successful save, the creature takes half damage, and isn't caught in the vortex. A creature caught in the vortex can use its action to try to swim away from the vortex as described above, but has disadvantage on the Strength (Athletics) check to do so. The first time each turn that an object enters the vortex, the object takes 2d8 bludgeoning damage; this damage occurs each round it remains in the vortex. |
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Spell Scroll: Gust of Wind | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
2nd-level evocation A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line. Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you. The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them. As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you. |
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Spell Scroll: Magic Missle | common | sonder Item | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Magic Missle Scroll (von altem Buchhändler) |
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Spell Scroll of Pass Without Trace | uncommon | Zeltlager | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Scroll, uncommon A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage. |
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Spell Scroll: Speak with Plants | uncommon | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
3rd-level transmutation You imbue plants within 30 feet of you with limited sentience and animation, giving them the ability to communicate with you and follow your simple commands. You can question plants about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. You can also turn difficult terrain caused by plant growth (such as thickets and undergrowth) into ordinary terrain that lasts for the duration. Or you can turn ordinary terrain where plants are present into difficult terrain that lasts for the duration, causing vines and branches to hinder pursuers, for example. Plants might be able to perform other tasks on your behalf, at the DM's discretion. The spell doesn't enable plants to uproot themselves and move about, but they can freely move branches, tendrils, and stalks. If a plant creature is in the area, you can communicate with it as if you shared a common language, but you gain no magical ability to influence it. This spell can cause the plants created by the entangle spell to release a restrained creature. |
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Spellwrought tattoo (Guidance). | common | Schwester der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, 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. |
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Still-moving Skeleton of a Parrot | common | Turm Käfig 3 Stock | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
A still-moving skeleton of a parrot that can no longer talk or fly. It counts as a trinket. |
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Studded Leather Armor +1 mit Guardian | rare | Bruder der Assasinen | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | ||
Notes:
Studded Leather Armor +1 (rare) This Studded Leather Armor is made from black Leather and harmless metal spikes. Guardian: The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. |
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Talon's hood (sentinel hat of Vermin) | common | WBW-DC-VMT-02 Court of the Owl King | Show | |||
Notes:
Wondrous Item, common This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command word that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn. This item is found in Xanathar’s Guide to Everything. This goggled hood is shaped like the head of a great horned owl, and is part of the ceremonial uniform of the Owl King’s Talons, an order of assassins. The goggles’ inner lens glows faintly when a creature it has summoned is within 120 feet of it. |