Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Tome of Understanding
very_rare
DDAL05-19 The Eye of Xxiphu
DDAL05-19 The Eye of Xxiphu
Show
Notes:
wonderous item, very rare
The tome’s cover pictures a tentacular creature, and the pages are illustrated with scenes from the Far Realm. A creature that possesses it is convinced that they are always being watched.
The Eye of Xxiphu
legendary
DDAL05-19 The Eye of Xxiphu
DDAL05-19 The Eye of Xxiphu
Show
Notes:
Wondrous item, legendary
While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat.
Clothes of Mending, Guardian
common
PSDC-LOF | Last of the First Tier 4
PSDC-LOF | Last of the First Tier 4
Show
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
Guardian: +2 bonus to initiative rolls
Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
Trade Log
Show
Red Wizard Blade
legendary
DDAL Service Awards Season 12B
DDAL Service Awards Season 12B
Show
Notes:
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage.
A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell.
The Simbul's Guise (Cloak of Invisibility
legendary
BMG-DRW-OD-11 - Summit at Tantras
BMG-DRW-OD-11 - Summit at Tantras
Show
Notes:
While wearing this cloak, you can pull its hood over your head to cause yourself to become [condition]invisible[/condition]. While you are [condition]invisible[/condition], anything you are carrying or wearing is [condition]invisible[/condition] with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are [condition]invisible[/condition], in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Guardian. This cloak has the guardian minor property from p.148 of the Dungeon Master's Guide (DMG). It warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn't incapacitated.
This tattered Mantle of Gossamer white silk once adorned the shoulders of The Simul's vengeful simulacrum. An echo of the construct's animating force has suffused the fabric, causing the hem of garment to glow with a faint, silvery sheen.
Robes of the Arch Magi
legendary
BMG-DRWEP-OD-04 - Battle of Thaymount
BMG-DRWEP-OD-04 - Battle of Thaymount
Show
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe’s color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can’t attune to a robe of the archmagi that doesn’t correspond to your alignment. You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier.
You have advantage on saving throws against spells and other magical effects.
Your spell save DC and spell attack bonus each increase by 2.
Ascendant Gem Dragon-touched Focus
legendary
DDAL-DRW19 Fall the Cold Night
DDAL-DRW19 Fall the Cold Night
Show
Notes:
wondrous item, legendary (requires attunement by a spellcaster), ,
Value/Weight:
This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales.
You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened.
Gem. Rary's telepathic bond, Raulothim's psychic lance
When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn.
Sapphire Buckler
very_rare
DDAL-DRW19 Fall the Cold Night
DDAL-DRW19 Fall the Cold Night
Show
Notes:
shield (shield), very rare (requires attunement), ,
Value/Weight: 6 lb.
Details: AC +2
This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature.
As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.
Spellguard Shield
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Source: Dungeon Master's Guide
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Tome of Leadership and Influence
very_rare
DDEP07-02 Drums of the Dead
DDEP07-02 Drums of the Dead
Show
Notes:
Source: Dungeon Master's Guide
Wondrous item, very rare
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.
Defender, Shortsword
legendary
DDHC-TYP Tales from the Yawning Portal-Tomb of Horror
Trade Log
Show
Notes:
Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Sanctum Amulet
very_rare
BMG Trading Post
Trade Log
Show
Staff of the Magi
legendary
DDAL07-17 Cauldron of Sapphire
DDAL07-17 Cauldron of Sapphire
Show
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)
Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide.
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made
with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In
addition, you can use your reaction when another creature casts a spell that targets only you. If you do,
the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the
absorbed spell’s level. However, if doing so brings the staff’s total number of charges above 50, the staff
explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of
the following spells from it, using your spell save DC and spellcasting ability:
conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock(2 charges), lightning bolt (7th-level version, 7
charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any
charges: arcane lock, detect magic, enlarge/reduce,light. mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance Damage
< 10 ft. 8 x the number of charges in the staff
11 to 20 ft. 6 x the number of charges in the staff
21 to 30 ft. 4 x the number of charges in the staff
Ring of Regeneration
very_rare
Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion
Trade Log
Show
Plate, +2
very_rare
Triden Games Discord Trading Post
Trade Log
Show
Ring of Water Walking
uncommon
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
Show
Notes:
Ring, uncommon
While wearing this ring, you cast Water Walk from it, targeting only yourself.
Half Plate, +2
very_rare
BMG VDDW Trading Post
Trade Log
Show
Rod of Lordly Might
legendary
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
PO-BMG-MOONEP-MD-02 The Enchantment of Chaos
Show
Notes:
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.
Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it.
Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn.
Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn.
Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
Ring of air elemental command
legendary
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic
Show
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Tome of Understanding | very_rare | DDAL05-19 The Eye of Xxiphu | DDAL05-19 The Eye of Xxiphu | Show | ||
Notes:
wonderous item, very rare The tome’s cover pictures a tentacular creature, and the pages are illustrated with scenes from the Far Realm. A creature that possesses it is convinced that they are always being watched. |
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The Eye of Xxiphu | legendary | DDAL05-19 The Eye of Xxiphu | DDAL05-19 The Eye of Xxiphu | Show | ||
Notes:
Wondrous item, legendary While not a truly intelligent item, the Eye of Xxiphu bestows terrifying insight into the true nature of the nightmarish aboleths. The attuned possessor of the Eye gains telepathy out to a range of 120 feet, and may cover themselves in coat of mucous that allows them to breathe underwater as well as on land. The petrified orb is large and heavy, but does not need to be held in order to use its powers. Additionally, aboleths have disadvantage when attacking the owner of the Eye, and the owner has advantage on ability checks in regards to knowledge-based ability checks about aboleths and the Far Realm when they are not in combat. |
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Clothes of Mending, Guardian | common | PSDC-LOF | Last of the First Tier 4 | PSDC-LOF | Last of the First Tier 4 | Show | ||
Notes:
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way. Guardian: +2 bonus to initiative rolls |
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Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | Trade Log | Show | ||
Red Wizard Blade | legendary | DDAL Service Awards Season 12B | DDAL Service Awards Season 12B | Show | ||
Notes:
Forged by Red Wizards using a secret process known only to them, this grim steel dagger draws its power from the Negative Plane. When you hit a creature with a melee attack using this magic dagger, the target takes an extra 3d12 necrotic damage. A creature reduced to 0 hit points by this weapon dies and can’t be raised from the dead except by a deity or by a creature using a tablet of reawakening to cast the true resurrection spell. |
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The Simbul's Guise (Cloak of Invisibility | legendary | BMG-DRW-OD-11 - Summit at Tantras | BMG-DRW-OD-11 - Summit at Tantras | Show | ||
Notes:
While wearing this cloak, you can pull its hood over your head to cause yourself to become [condition]invisible[/condition]. While you are [condition]invisible[/condition], anything you are carrying or wearing is [condition]invisible[/condition] with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. Deduct the time you are [condition]invisible[/condition], in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration. Guardian. This cloak has the guardian minor property from p.148 of the Dungeon Master's Guide (DMG). It warns of impending threats through a litany of vengeful proclamations that only the bearer can hear, granting a +2 bonus to initiative if the bearer isn't incapacitated. This tattered Mantle of Gossamer white silk once adorned the shoulders of The Simul's vengeful simulacrum. An echo of the construct's animating force has suffused the fabric, causing the hem of garment to glow with a faint, silvery sheen. |
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Robes of the Arch Magi | legendary | BMG-DRWEP-OD-04 - Battle of Thaymount | BMG-DRWEP-OD-04 - Battle of Thaymount | Show | ||
Notes:
Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard) If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity modifier. |
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Ascendant Gem Dragon-touched Focus | legendary | DDAL-DRW19 Fall the Cold Night | DDAL-DRW19 Fall the Cold Night | Show | ||
Notes:
wondrous item, legendary (requires attunement by a spellcaster), , Value/Weight: This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons' wings, claws, teeth, or scales. You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells. The focus gains an additional property determined by the family of the dragon in whose hoard it became Stirring: Gem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you. While you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can't be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. Gem. Rary's telepathic bond, Raulothim's psychic lance When you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can't be used again until the next dawn. |
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Sapphire Buckler | very_rare | DDAL-DRW19 Fall the Cold Night | DDAL-DRW19 Fall the Cold Night | Show | ||
Notes:
shield (shield), very rare (requires attunement), , Value/Weight: 6 lb. Details: AC +2 This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal 2d6 thunder damage to that creature. As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn. |
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Spellguard Shield | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
Source: Dungeon Master's Guide Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. |
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Tome of Leadership and Influence | very_rare | DDEP07-02 Drums of the Dead | DDEP07-02 Drums of the Dead | Show | ||
Notes:
Source: Dungeon Master's Guide Wondrous item, very rare 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. |
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Defender, Shortsword | legendary | DDHC-TYP Tales from the Yawning Portal-Tomb of Horror | Trade Log | Show | ||
Notes:
Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. |
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Sanctum Amulet | very_rare | BMG Trading Post | Trade Log | Show | ||
Staff of the Magi | legendary | DDAL07-17 Cauldron of Sapphire | DDAL07-17 Cauldron of Sapphire | Show | ||
Notes:
Staff, legendary (requires attunement by a sorcerer, warlock, or wizard) Hewn from the bedrock of Chult itself, this mighty stone staff offers tremendous magical power - and all it asks is that you honor Ubtao in the process. This item can be found in the Dungeon Master’s Guide. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In Spells. While holding the staff, you can use an action to expend some of its charges to cast one of You can also use an action to cast one of the following spells from the staff without using any Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance Damage |
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Ring of Regeneration | very_rare | Planescape - Turn of Fortune's Wheel Chapter 12 Echoes of Delusion | Trade Log | Show | ||
Plate, +2 | very_rare | Triden Games Discord Trading Post | Trade Log | Show | ||
Ring of Water Walking | uncommon | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | Show | ||
Notes:
Ring, uncommon |
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Half Plate, +2 | very_rare | BMG VDDW Trading Post | Trade Log | Show | ||
Rod of Lordly Might | legendary | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | PO-BMG-MOONEP-MD-02 The Enchantment of Chaos | Show | ||
Notes:
Rod, legendary (requires attunement) This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. Buttons. You can press one of the following buttons as a Bonus Action; a button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form: Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. Button 2. The rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. Button 3. The rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod’s buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. Button 6. The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can’t be used again until the next dawn. Paralyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can’t be used again until the next dawn. Terrify. While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn. |
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Ring of air elemental command | legendary | BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic | BMG-DRWEP-END - Endgame: Horrors From Beyond (T4) Epic | Show |