Magic Items
Purchased Magic Items
Name
Rarity ▼
Location
Table
Result
Source
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.
Elemental Essence Shard with Guardian
rare
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
Wondrous item, rare (requires attunement by a sorcerer)
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
Air: You can immediately fly up to 60 feet without provoking opportunity attacks.
Guardian: The item whispers warnings to its bearer,
granting a +2 bonus to initiative
if the bearer isn't incapacitated.
This item can be found in Tasha's Cauldron of Everything (TCE).
A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape.
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.
Crossbow Bolts +2 (12 Bolts)
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
The Red Death (guardian boots of speed)
rare
Belohnung vom Graf
WBW-DC-VMT-02 Court of the Owl King
Show
Notes:
Wondrous Item, rare (requires attunement)
While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated:
Flavour Text:
• “No one can outrun pain.”
• “A dark path to run…”
• I was the fastest fey alive…”
• “It’s impossible to be everywhere at once.”
• “You can’t turn back the clock.”
Cloak of the Bat
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Wondrous item, major tier, rare (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven.
Fell Stinger (Wand of Fireballs)
rare
Endbelohnung
SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee
Show
Notes:
Wand, rare (requires attunement by a Spellcaster)
This wand has 7 Charges. While holding it, you can use an Action to expend 1 or more of its Charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
This black and yellow banded wand was once part of the damselfly type spelljammer, Wumbo Bee and was intended to be used as a weapon to shoot fireballs on enemy ships.
In addition, this magic item bears the War Leader minor property: The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
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: 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.
Folding Boat
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Wondrous item, minor tier, rare
4 lb.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Breastplate +1(Medium Armor)
rare
DDHC00-GSM-07 Tammeraut's Fate
Show
Notes:
Medium armor, major tier, rare
20 lb.
AC 14 + Dex (max 2)
You have a +1 bonus to AC while wearing this armor.
This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.
Gwa’thern Faln
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Weapon (longbow), rare (requires attunement)
This ancient longbow’s staff is fashioned from a thick, gnarled piece of yew and polished to a lustrous shine. The weapon (whose name means Shadowbreaker in Elvish) was once wielded by a legendary elven warrior
You gain a +1 bonus to attack and damage rolls made with this magic weapon—which can also be used as a quarterstaff. By whispering the bow’s name and firing an arrow at a point you can see within 60 feet, you can use an action to cast faerie fire (save DC 15). Once used, this property of the bow can’t be used again until the following dawn.
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.
Censer of Controlling Air Elementals
rare
Djin
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Boots of the Winterlands
uncommon
Obergeschoss
DDHC-CM-Zikran’s Zephyrean Tome
Show
Notes:
requires attunement
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
You have resistance to cold damage.
You ignore difficult terrain created by ice or snow.
You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit.
Bag of Tricks (Gray)
uncommon
Hölle Monster
CCC-GHC-BK1-09 Scavengers
Show
Notes:
Wondrous item, uncommon (requires attunement),
This pouch feels like it has been constructed of a fine rabbit pelt.
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics.
1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk
The creature is friendly to you and your companions,
and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
This item can be found in the Dungeon Master’s Guide.
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.
Longbow +1
uncommon
Level up
DDHC-CM The Joy of Extradimensional Spaces
Show
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.
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.
Name | Rarity ▼ | Location | Table | Result | Source | |
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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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Elemental Essence Shard with Guardian | rare | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
Wondrous item, rare (requires attunement by a sorcerer) This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Air: You can immediately fly up to 60 feet without provoking opportunity attacks. Guardian: The item whispers warnings to its bearer, This item can be found in Tasha's Cauldron of Everything (TCE). A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape. |
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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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Crossbow Bolts +2 (12 Bolts) | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. |
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The Red Death (guardian boots of speed) | rare | Belohnung vom Graf | WBW-DC-VMT-02 Court of the Owl King | Show | ||
Notes:
Wondrous Item, rare (requires attunement) While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. This item is found in the Dungeon Master’s Guide. These oxblood boots once belonged to a quickling archfey, and remnants of his Signature Magic, the Quickforce, still empower the item. Once an ally of Count Zurenkov, he was cut down and his domain taken when he refused to surrender the Quickforce to Zurenkov’s crusade against the Owl King. When the boots are activated, black, bat-shaped lightning crackles from them when the wearer moves. When wearer rolls initiative they can hear echoes of the anguished whispers of the original owner, granting a +2 bonus to initiative if the bearer isn’t incapacitated: Flavour Text: • “No one can outrun pain.” • “A dark path to run…” • I was the fastest fey alive…” • “It’s impossible to be everywhere at once.” • “You can’t turn back the clock.” |
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Cloak of the Bat | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Wondrous item, major tier, rare (requires attunement) While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. This cloak is made of hundreds of large, black feathers, and instead of transforming its wearer into a bat, this cloak allows its wearer to transform into a raven. |
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Fell Stinger (Wand of Fireballs) | rare | Endbelohnung | SJ-DC-PHP-WUMBO Flight Of The Wumbo Bee | Show | ||
Notes:
Wand, rare (requires attunement by a Spellcaster) |
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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: 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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Folding Boat | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Wondrous item, minor tier, rare 4 lb. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. |
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Breastplate +1(Medium Armor) | rare | DDHC00-GSM-07 Tammeraut's Fate | Show | |||
Notes:
Medium armor, major tier, rare 20 lb. AC 14 + Dex (max 2) You have a +1 bonus to AC while wearing this armor. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. |
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Gwa’thern Faln | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Weapon (longbow), rare (requires attunement) |
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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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Censer of Controlling Air Elementals | rare | Djin | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. |
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Boots of the Winterlands | uncommon | Obergeschoss | DDHC-CM-Zikran’s Zephyrean Tome | Show | ||
Notes:
requires attunement These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: You have resistance to cold damage. |
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Bag of Tricks (Gray) | uncommon | Hölle Monster | CCC-GHC-BK1-09 Scavengers | Show | ||
Notes:
Wondrous item, uncommon (requires attunement), 1 Weasel 2 Giant Rat 3 Badger 4 Boar 5 Panther 6 Giant Badger 7 Dire Wolf 8 Giant Elk The creature is friendly to you and your companions, |
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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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Longbow +1 | uncommon | Level up | DDHC-CM The Joy of Extradimensional Spaces | Show | ||
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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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. |