Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Shield of Missile Attraction
rare
DDHC-TOA-4 Cellar of Death
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Notes:
Shield of Missile Attraction
Armor (shield, rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
Mask of the Beast
uncommon
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Mask of the Beast
Wondrous item, uncommon
This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn.
Alchemy Jug
uncommon
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Alchemy Jug
Wondrous item, uncommon
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
Liquid Max Amount
Acid 8 ounces
Basic poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
Nolzur's Marvelous Pigments
very_rare
DDHC-TOA-1 Tomb of Annihilation
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Notes:
Nolzur's Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 3 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Circlet of Blasting
common
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Circlet of Blasting
Wondrous item, uncommon
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Ring of Jumping
uncommon
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Moon Sickle +1
uncommon
Purchase Log
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Notes:
Moon Sickle +1
Weapon (sickle), uncommon (requires attunement by a druid or ranger)
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 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.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Plantslayer Longsword +1
uncommon
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
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Notes:
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type.
Gloves of Missile Snaring
uncommon
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
Show
Notes:
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Amulet of Protection from Turning
rare
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
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Notes:
Amulet of Protection from Turning
Wondrous item, rare (requires attunement)
While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
Bracelet of Rock Magic
very_rare
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
Show
Notes:
Bracelet of Rock Magic
Wondrous item, very rare (requires attunement)
While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
Rusty +1 dagger
common
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
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Notes:
This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust.
If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical.
Wand of Lightning Bolts
rare
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
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Notes:
Wand of Lightning Bolts
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 lightning bolt 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.
Periapt of Wound Closure
uncommon
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
Show
Notes:
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Mirror of the Past
rare
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
Show
Notes:
Mirror of the Past
Wondrous item, rare
The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn.
Balance of Harmony
uncommon
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
Show
Notes:
Balance of Harmony
Wondrous item, uncommon
This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
Rod of the Pact Keeper, +1
uncommon
DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan
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Notes:
Rod of the Pact Keeper, +1
Rod, uncommon (+1) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Necklace of Prayer Beads
rare
DDAL-DRW06 Thimblerigging
Trade Log
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Notes:
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
1 lb.
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
4 Beads: 1 Bless, 1 Cure Wounds (L2) o. Lesser Restoration, 1 Greater Restoration, 1 Windwalk
Helm of Telepathy
uncommon
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Helm of Telepathy
Helm, wondrous Item uncommon (requires attunement)
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.
Flame Tongue
rare
DDHC-TOA-1 Tomb of Annihilation
Show
Notes:
Flame Tongue
Weapon, rare (requires attunement)
You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Name | Rarity | Location | Table ▲ | Result | Source | |
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Shield of Missile Attraction | rare | DDHC-TOA-4 Cellar of Death | Show | |||
Notes:
Shield of Missile Attraction While holding this shield, you have resistance to damage from ranged weapon attacks. Curse. This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time. |
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Mask of the Beast | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Mask of the Beast This wooden mask is shaped in the likeness of a beast’s visage and has 3 charges. While wearing the mask, you can expend 1 charge and use the mask to cast the animal friendship spell as an action. The mask regains all expended charges at dawn. |
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Alchemy Jug | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Alchemy Jug This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. |
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Nolzur's Marvelous Pigments | very_rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Nolzur's Marvelous Pigments Typically found in 1d4 3 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons— that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. |
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Circlet of Blasting | common | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Circlet of Blasting While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn. |
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Ring of Jumping | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Ring of Jumping While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. |
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Moon Sickle +1 | uncommon | Purchase Log | Show | |||
Notes:
Moon Sickle +1 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. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. |
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Plantslayer Longsword +1 | uncommon | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
The sword is a +1 longsword in fine condition, made of laminated wood, inset with jagged teeth of obsidian. It deals an extra 2d6 damage to any creature of the plant type. |
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Gloves of Missile Snaring | uncommon | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Gloves of Missile Snaring These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. |
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Amulet of Protection from Turning | rare | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Amulet of Protection from Turning While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead. If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn. Each time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds. |
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Bracelet of Rock Magic | very_rare | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Bracelet of Rock Magic While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead. Curse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly. |
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Rusty +1 dagger | common | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
This weapon functions as a +1 dagger. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes nonmagical. |
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Wand of Lightning Bolts | rare | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Wand of Lightning Bolts This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt 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. |
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Periapt of Wound Closure | uncommon | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Periapt of Wound Closure While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. |
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Mirror of the Past | rare | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Mirror of the Past The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder’s reflection, the mirror presents scenes from the target’s past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. It can’t be used again until the next dawn. |
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Balance of Harmony | uncommon | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Balance of Harmony This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends. |
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Rod of the Pact Keeper, +1 | uncommon | DDHC-TYP Tales from the Yawning Portal: The Hidden Shrine of Tamoachan | Show | |||
Notes:
Rod of the Pact Keeper, +1 While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod’s rarity. |
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Necklace of Prayer Beads | rare | DDAL-DRW06 Thimblerigging | Trade Log | Show | ||
Notes:
Necklace of Prayer Beads Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. 4 Beads: 1 Bless, 1 Cure Wounds (L2) o. Lesser Restoration, 1 Greater Restoration, 1 Windwalk |
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Helm of Telepathy | uncommon | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Helm of Telepathy While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply — using a bonus action to do so — while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. |
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Flame Tongue | rare | DDHC-TOA-1 Tomb of Annihilation | Show | |||
Notes:
Flame Tongue You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. |