Magic Items
Purchased Magic Items
Name
Rarity
Location
Table ▲
Result
Source
Warden (Spellguard Shield)
very_rare
CCC-ODFC01-03 - Elders' Eyes Upon You
Show
Notes:
Warden, Spellguard Shield
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.
Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield.
Although the picture that was initially formed was Brinora’s arcane sigil, the pattern rearranges appropriately for the wielder, forming a holy symbol or other simple image of great meaning
Bag of Holding
uncommon
SJA-04 Spelljammer Academy - 04: Behold... H'CATHA
Show
+1 Bloodwell Vial
uncommon
Trade Log
Show
Notes:
+1 Bloodwell Vial
Wondrous item, uncommon (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.
Radiance
uncommon
DDHC-CM-06 The Price of Beauty
Show
Notes:
Radiance
Wand, uncommon (requires attunement by a spellcaster)
Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Pocket watch (Talking Doll)
common
SJ-DC-YZ – 02 – 01 – Where the path may lead us
Show
Notes:
Talking Doll
Wondrous item, common (requires attunement)
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak.
The pocket watch may say one of the following sentences:
Roll 1d8
1 Click Clack. You should hurry!
2 I wish I would be a real clock tower.
3 It`s killing time!
4 Which animal always knows the time? A watch dog!
5 They always say: "Time waits for no one.". But i guess i can wait for you.
6 The best thing you can do is to let the clock work.
7 I wonder if a clever clock is called clockwise.
8 Oh no, my gears are breaking! HEHE Just a joke.
Greatsword +2
rare
SJ-DC-YZ – 02 – 01 – Where the path may lead us
Show
Notes:
Greatsword +2
Weapon (greatsword), rare
You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword
This Greatsword has mysterious symbols on it. These runes seem to have a connection to the light of a Solar.
Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.
Deck of Illusions
uncommon
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Deck of Illusions
Uncommon
This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left.
(Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker)
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can’t be used again.
Spellwrought tattoo (Guidance)
common
SJ-DC-YZ – 02 – 02 – No light, no hope
Show
Notes:
Spellwrought tattoo (Guidance)
Common
Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin.
Armor of Black Death (Guardian Studded Leather Armor +1)
rare
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.
Elemental Essence Shard (Air)
rare
SJ-DC-LEGIT-SB-01 Fire Thieves
Show
Notes:
Elemental Essence Shard
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.
Cloak of Many Fashions
common
SJ-DC-AMAK-01: You better watch out
Show
Notes:
Cloak of Many Fashions
Wondrous Item, common
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Wargong of the Gnolls (Rhythm Maker's Drum +2)
rare
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
Wargong of the Gnolls (Rhythm Maker's Drum +2)
Wondrous item rare (requires attunement by a bard)
While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity.
As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn.
Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person.
Masquerade Tattoo
common
SJ-DC-YZ – 02 – 03 – Gnarling in Space
Show
Notes:
Masquerade Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
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.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn.
This tattoo takes the form of a bright shooting star.
Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly)
rare
SJ-DC-ROTU-00 Recesses of the Unknown, Prologue
Show
Notes:
Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly)
Wondrous Item, rare
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine.
At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Ebony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
Horn of Silent Alarm (Guardian Property)
common
SJ-DC-ROTU-01 Recesses of the Unknown
Show
Notes:
Horn of Silent Alarm (Guardian Property)
Wondrous Item, Common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.
Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
Astromancy Archive (Guardian Property)
rare
SJ-DC-ROTU-01 Recesses of the Unknown
Show
Notes:
Astromancy Archive (Guardian Property)
Wondrous Item, rare (requires attunement by a wizard)
The blood red orb pulses and whispers slurping tentacle noises in the bearer’s mind when it senses danger, granting +2 initiative.
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.
This item is found in the Tasha’s Cauldron of Everything
Tome of Leadership and Influence
very_rare
Trade Log
Show
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye
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.
Dwarven Plate
very_rare
Trade Log
Show
Notes:
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
Dragon’s Glory (Staff of Striking)
very_rare
SJ-DC-ROTU-05 Return of the Unknown I
Show
Notes:
Dragon’s Glory (staff of striking with the sentinel property)
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
This staff bears the carving of an amethyst dragon’s head at the tip. Whenever an aberration comes within 120 feet of it, the dragon’s eyes flares purple.
Staff of Adornment (Hidden Message property)
common
SJ-DC-ROTU-05 Return of the Unknown I
Show
Notes:
Staff of Adornment (Hidden Message property)
Staff, common
If you place an object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of the staff while holding it, the object floats an inch from the staff’s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
As long as this staff is in the Hangout Quarter of the illithid’s colony on planet cereillithid, the message ‘666666’ will appear on the shaft.
Name | Rarity | Location | Table ▲ | Result | Source | |
---|---|---|---|---|---|---|
Warden (Spellguard Shield) | very_rare | CCC-ODFC01-03 - Elders' Eyes Upon You | Show | |||
Notes:
Warden, Spellguard Shield Created by Brinora for her lover, and later husband, Richard, this shield is made of multicolored glass. While it appears fragile, it is just as strong as a regular shield. |
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Bag of Holding | uncommon | SJA-04 Spelljammer Academy - 04: Behold... H'CATHA | Show | |||
+1 Bloodwell Vial | uncommon | Trade Log | Show | |||
Notes:
+1 Bloodwell Vial In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn. |
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Radiance | uncommon | DDHC-CM-06 The Price of Beauty | Show | |||
Notes:
Radiance Radiance, a +1 wand of the war mage in the form of an exquisite golden hand mirror. While surrounded by darkness, it sheds dim light in a 5-foot radius. A creature that is attuned to Radiance can use a bonus action while holding the mirror to cast the enhance ability spell, choosing itself and no other creature as the spell’s target. Once this property of the wand is used, it can’t be used again until the next dawn. |
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Pocket watch (Talking Doll) | common | SJ-DC-YZ – 02 – 01 – Where the path may lead us | Show | |||
Notes:
Talking Doll While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. The pocket watch may say one of the following sentences: Roll 1d8 |
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Greatsword +2 | rare | SJ-DC-YZ – 02 – 01 – Where the path may lead us | Show | |||
Notes:
Greatsword +2 You have a +2 bonus to Attack and Damage Rolls made with this Wooden Greatsword Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light. |
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Deck of Illusions | uncommon | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | |||
Notes:
Deck of Illusions This box contains a set of Parchment cards. A full deck has 34 cards. This deck only has 5 cards left. (Eight of hearts , Queen of spades , Nine of clubs , Two of diamonds & one Joker) The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an Action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An Illusion of one or more Creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an Action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an Action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent. The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can’t be used again. |
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Spellwrought tattoo (Guidance) | common | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | |||
Notes:
Spellwrought tattoo (Guidance) Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. |
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Armor of Black Death (Guardian Studded Leather Armor +1) | rare | SJ-DC-YZ – 02 – 02 – No light, no hope | Show | |||
Notes:
Studded Leather Armor +1 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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Elemental Essence Shard (Air) | rare | SJ-DC-LEGIT-SB-01 Fire Thieves | Show | |||
Notes:
Elemental Essence Shard 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. |
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Cloak of Many Fashions | common | SJ-DC-AMAK-01: You better watch out | Show | |||
Notes:
Cloak of Many Fashions While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties. |
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Wargong of the Gnolls (Rhythm Maker's Drum +2) | rare | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | |||
Notes:
Wargong of the Gnolls (Rhythm Maker's Drum +2) While holding this wargong you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the wargong's rarity. As an action, you can play the wargong to regain one use of your Bardic Inspiration feature. This property of the wargong can't be used again until the next dawn. Language: The bearer can speak and understand the Gnoll langage while the item is on the bearers person. |
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Masquerade Tattoo | common | SJ-DC-YZ – 02 – 03 – Gnarling in Space | Show | |||
Notes:
Masquerade Tattoo Wondrous item (tattoo), common (requires attunement) Produced by a special needle, this magic tattoo appears on your body as whatever you desire. 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. Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin. Disguise Self. As an action, you can use the tattoo to cast the Disguise Self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can't be cast from the tattoo again until the next dawn. This tattoo takes the form of a bright shooting star. |
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Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) | rare | SJ-DC-ROTU-00 Recesses of the Unknown, Prologue | Show | |||
Notes:
Mini Damselfly Spaceship Figurine (Figurine of wondrous power, Ebony fly) Once used, the figurine turns into a large sized damselfly spaceship that uses the stat block of a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. |
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Horn of Silent Alarm (Guardian Property) | common | SJ-DC-ROTU-01 Recesses of the Unknown | Show | |||
Notes:
Horn of Silent Alarm (Guardian Property) Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
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Astromancy Archive (Guardian Property) | rare | SJ-DC-ROTU-01 Recesses of the Unknown | Show | |||
Notes:
Astromancy Archive (Guardian Property) This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings. While you are holding the archive, you can use it as a spellcasting focus for your wizard spells. If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school. When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied. This item is found in the Tasha’s Cauldron of Everything |
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Tome of Leadership and Influence | very_rare | Trade Log | Show | |||
Notes:
The red leather that covers this tome ist embossed with a smiling man with a third eye 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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Dwarven Plate | very_rare | Trade Log | Show | |||
Notes:
Dwarven Plate While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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Dragon’s Glory (Staff of Striking) | very_rare | SJ-DC-ROTU-05 Return of the Unknown I | Show | |||
Notes:
Dragon’s Glory (staff of striking with the sentinel property) Staff, very rare (requires attunement) The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. This staff bears the carving of an amethyst dragon’s head at the tip. Whenever an aberration comes within 120 feet of it, the dragon’s eyes flares purple. |
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Staff of Adornment (Hidden Message property) | common | SJ-DC-ROTU-05 Return of the Unknown I | Show | |||
Notes:
Staff of Adornment (Hidden Message property) Staff, common As long as this staff is in the Hangout Quarter of the illithid’s colony on planet cereillithid, the message ‘666666’ will appear on the shaft. |