Magic Items
Purchased Magic Items
Name ▲
Rarity
Location
Table
Result
Source
Amulet of Health
rare
CCC-SFBay-02-02 Rise of the Ogre King
Show
Notes:
Amulet of Health
(Wonderous Item, Rare, Requires Attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher.
This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire.
Auntie Helena’s Wand (Wand of Paralysis)
rare
CCC-TAROT- 02-03 To Boldly Go
Show
Notes:
Auntie Helena’s Wand (Wand of Paralysis)
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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.
The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree.
Boots of Levitation
rare
DDAL10-08 Volatile Thoughts
Show
Notes:
Boots of Levitation
Wondrous item, rare (requires attunement)
These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated.
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Boots of the Winterlands
uncommon
DDHC-CM Zikran's Zephyrean Tome
Show
Notes:
Boots of the Winterlands
Wondrous item, uncommon (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.
Censer of Controlling Air Elementals
rare
DDHC-CM Zikran's Zephyrean Tome
Show
Notes:
Censer of Controlling Air Elementals
Wondrous item, rare
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.
Chest of Preserving
common
DC-PoA "The Little Bundle of Love...craft" (Seed: The Littlest Squidling)
Show
Notes:
Chest of Preserving
Wondrous item, common
25 lb.
Food and other perishable items do not age or decay while inside a Chest of Preserving. The chest is 2½ feet long, 1½ feet wide, and 1 foot tall with a half-barrel lid. The chest has a lock, which can be picked with thieves' tools and a successful DC 15 Dexterity check. Smashing the lock or any other part of the chest renders it nonmagical.
Cloak of the Bat
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Cloak of the Bat
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.
(Emerald of the war mage) Ruby of the War Mage
common
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
(Emerald of the war mage) Ruby of the War Mage
Wondrous item, minor tier, common (requires attunement by a spellcaster)
Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
Enlightenment (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)
common
WBW-DC-MOM-01 One Moment
Show
Notes:
ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*)
Wand, common
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher.
Minor Property (Language - Netherese: Loross*)
The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.
As the Domain of Delight of Momentum is formed from major and minor historical moments, Loross from the Netheril Empire is suggested as a suitably ancient language for this Minor Property.
Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
Fabric of Time (Guardian Mantle of Spell Resistance)
rare
WBW-DC-MOM-01 One Moment
Show
Notes:
FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE)
Wondrous item, rare (requires Attunement)
You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
Gauntlets of Ogre Power
uncommon
DDAL05-12
CCC-BMG MOON 6-1 A Reopened Eye
Show
Notes:
Wondrous Item, uncommon (requires attunement)
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours.
Additionally, any blood, mud or other grime that soils the gloves quickly dries and begins falling away in fine flakes until the surface is again clean.
Gwa’thern Faln (Longbow +1)
rare
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Gwa’thern Faln
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.
Half-Plate of Poison Resistance
rare
DDEX3-11 The Quest for Sporedome
Trade Log
Show
Notes:
Armor (half plate), rare (requires attunement)
This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds.
A description of this item can be found in the Dungeon Master's Guide
Illuminator´s Tattoo
common
DDAL10-01 The Frozen North
Show
Notes:
Illuminator´s Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement.
To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process.
When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing.
While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Iron Bands of Bilarro
rare
DDHC-CM Zikran's Zephyrean Tome
Show
Notes:
Iron Bands of Bilarro
Wondrous item, rare
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.
Lantern of Revealing
uncommon
DDHC-CM Book of Cylinders
Show
Notes:
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Mithral Plate Armor
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Mithral Plate Armor
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.
A suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate.
Moon Sickle, +1
uncommon
DDAL-DRW10 Unsafe Harborage
Trade Log
Show
Notes:
Moon Sickle, +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away.
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Nature's Mantle
uncommon
Season 12A DM Reward (Uncommon)
Show
Notes:
Nature's Mantle
Wondrous item, uncommon (requires attunement by a druid or ranger)
2 lb.
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Pipes of Haunting
uncommon
DDHC-MORD-01 Riddle of the Raven Queen
Show
Notes:
Pipes of Haunting
Wondrous item, uncommon
2 lb.
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.
Name ▲ | Rarity | Location | Table | Result | Source | |
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Amulet of Health | rare | CCC-SFBay-02-02 Rise of the Ogre King | Show | |||
Notes:
Amulet of Health Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher. This amulet made up of a bloodstone flanked by troll fangs. The cord that holds it is made of troll hide. Characters who wear this amulet tend to feel invincible when entering melee combat, but they have an aversion to fire. It’s almost as if they think they are vulnerable to fire. |
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Auntie Helena’s Wand (Wand of Paralysis) | rare | CCC-TAROT- 02-03 To Boldly Go | Show | |||
Notes:
Auntie Helena’s Wand (Wand of Paralysis) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success. 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. The prickly gnarled piece of the corrupted Treant requires a drop of blood to activate. When a creature fails their saving throw, they envision themselves turning into a twisted, rotted tree. |
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Boots of Levitation | rare | DDAL10-08 Volatile Thoughts | Show | |||
Notes:
Boots of Levitation These hard leather boots are festooned with switches, wiring, and transparent crystal conduits filled with glowing, green liquid. Tiny jets of blue flame emit from ports on the boots’ soles when activated. While you wear these boots, you can use an action to cast the levitate spell on yourself at will. |
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Boots of the Winterlands | uncommon | DDHC-CM Zikran's Zephyrean Tome | Show | |||
Notes:
Boots of the Winterlands 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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Censer of Controlling Air Elementals | rare | DDHC-CM Zikran's Zephyrean Tome | Show | |||
Notes:
Censer of Controlling Air Elementals 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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Chest of Preserving | common | DC-PoA "The Little Bundle of Love...craft" (Seed: The Littlest Squidling) | Show | |||
Notes:
Chest of Preserving Wondrous item, common |
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Cloak of the Bat | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Cloak of the Bat 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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(Emerald of the war mage) Ruby of the War Mage | common | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
(Emerald of the war mage) Ruby of the War Mage Wondrous item, minor tier, common (requires attunement by a spellcaster) Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic field causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends. |
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Enlightenment (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*) | common | WBW-DC-MOM-01 One Moment | Show | |||
Notes:
ENLIGHTENMENT (LANGUAGE WAND OF PYROTECHNICS / NETHERESE: LOROSS*) Wand, common Formed out of glowing lines of light that constantly shift into new configurations, this orange wand is compact and fits neatly in the palm of your hand. The lines occasionally form into runic symbols from some long-dead language, but these seem impossible to decipher. Minor Property (Language - Netherese: Loross*) Quirk (Metamorphic) The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use. |
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Fabric of Time (Guardian Mantle of Spell Resistance) | rare | WBW-DC-MOM-01 One Moment | Show | |||
Notes:
FABRIC OF TIME (GUARDIAN MANTLE OF SPELL RESISTANCE) Wondrous item, rare (requires Attunement) You have advantage on saving throws against spells while you wear this cloak. This silvery scrap fashioned from a piece of Momentum itself struggles to contain history within the length of its fabric, and the ever-fraying threads of the mantle are never quite the same from moment to moment. The strands pull free of each other before eventually knitting back together, but the exquisite workmanship of this vintage cloak remains intact. Minor Property (Guardian) The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. Quirk (Frail) The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit. |
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Gauntlets of Ogre Power | uncommon | DDAL05-12 | CCC-BMG MOON 6-1 A Reopened Eye | Show | ||
Notes:
Wondrous Item, uncommon (requires attunement) These sturdy leather gauntlets appear to be in pristine condition. Indeed, any nicks of tears in the material mends itself within twenty-four hours. |
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Gwa’thern Faln (Longbow +1) | rare | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Gwa’thern Faln |
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Half-Plate of Poison Resistance | rare | DDEX3-11 The Quest for Sporedome | Trade Log | Show | ||
Notes:
Armor (half plate), rare (requires attunement) This non-metal half-plate is constructed of petrified giant mushrooms. The wearer feels fortunate and optimistic about what the future holds. A description of this item can be found in the Dungeon Master's Guide |
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Illuminator´s Tattoo | common | DDAL10-01 The Frozen North | Show | |||
Notes:
Illuminator´s Tattoo Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink. As an action, you can touch a pierce of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn. |
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Iron Bands of Bilarro | rare | DDHC-CM Zikran's Zephyrean Tome | Show | |||
Notes:
Iron Bands of Bilarro 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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Lantern of Revealing | uncommon | DDHC-CM Book of Cylinders | Show | |||
Notes:
Lantern of Revealing While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. |
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Mithral Plate Armor | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Mithral Plate Armor 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. A suit of mithral plate emblazoned with an unblinking, lidless eye in the center of the breastplate. |
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Moon Sickle, +1 | uncommon | DDAL-DRW10 Unsafe Harborage | Trade Log | Show | ||
Notes:
Moon Sickle, +1 When you cast a spell that restores hit points while holding this sickle, a number of ivy leaves equal to the hit points restored sprout from the haft and fall away. This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells. When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle. |
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Nature's Mantle | uncommon | Season 12A DM Reward (Uncommon) | Show | |||
Notes:
Nature's Mantle While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed. |
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Pipes of Haunting | uncommon | DDHC-MORD-01 Riddle of the Raven Queen | Show | |||
Notes:
Pipes of Haunting |