Magic Items
Purchased Magic Items
Name
Rarity
Location ▼
Table
Result
Source
Elemental Essence Shard
rare
SJ-DC-LEGIT-SB-01 Fire Thieves
Trade Log
Show
Notes:
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.
Arcane Grimoir +1
rare
Lvl 5 Item
Character Creation
Show
Notes:
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Revolver
unique
DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair
DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair
Show
Notes:
2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots)
Blessing of Protection
unique
DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level
DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Grey Robe of the Archmagi
legendary
DDAL00-03 Those That Came Before
Trade Log
Show
Notes:
Robe of the Archmagi Wondrous Item, Major, 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 spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl.
Dawnfire (Sun Blade)
common
CCC-STORM-01 The Barrows of Solina
Trade Log
Show
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead.
Elven Chain
rare
CCC-BWM-ELM 2-3 Vestiges of Darkness
CCC-BWM-ELM 2-3 Vestiges of Darkness
Show
Notes:
This weird silvery-purple chain shirt is as thin and light as a linen shirt. It has a muted wave symbol of Istishia, the neutral god known as the Water Lord, patterned into the links. This must have once belonged to a sea elf. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. This item is detailed in the Dungeon Master’s Guide page 168.
Wave / Blackrazor / Whelm
legendary
DDHC-TYP White Plume Mountain
Show
Blessing of Protection
unique
DDHC-TYP White Plume Mountain
Show
Notes:
You gain a +1 bonus to AC and saving throws.
Necklace of Prayer Beads
rare
CCC-BMG-35 ELM2-2 Mists of the Moonsea
Show
Notes:
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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.
1 Bead of Blessing (aquamarine): Bless
2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration
1 Bead of Favor (blue topaz): Greater restoration
Velahr´Kerym (Flame Tongue Longsword)
rare
DDAL00-02D - Echoes of the Weeping War
Show
Notes:
Attunement
This longsword is crafted of mithril with a beautiful hilt of carved ironwood. The crossguard, blade, and hilt are worked through with a forest motif inlaid with shining emeralds and platinum filigree. Delicate blue flames dance along the blade whenever it is drawn from its scabbard.
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
Heward’s Handy Haversack
rare
CCC-GOC 01-02 Cairns of Rot
Show
Notes:
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
The backpack is made from a well-worn, but supple, leather that seems centuries old
The Blink Dog’s Guide to Transversing the Feywild
rare
Applying Service Rewards
Show
Notes:
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons
Wondrous item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
Siren’s caress
rare
Applying Service Rewards
Show
Notes:
This crystalline wand appears as a spiralshaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis
Chime of Opening
rare
DDAL10-06 The Fallen Star
Show
Notes:
This squat, black rod has a matte finish and a couple of flat switches and dials at one end.
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Prosthetic Limb
common
DDAL10-06 The Fallen Star
Show
Notes:
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb.
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Elemental Gem (Water)
uncommon
DDHC-DMM Dungeon of the Mad Mage Level 3: Sargauth Level
Show
Notes:
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
Cloak of the Bat
common
DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom
Show
Notes:
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.
Scilintmoon (Sun blade)
rare
DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom
Show
Notes:
The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night.
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it.
Mithrall Chainshirt
uncommon
DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom
Show
Notes:
Mithral is a light, flexible metal. A mithral chain shirt 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.
Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.
Name | Rarity | Location ▼ | Table | Result | Source | |
---|---|---|---|---|---|---|
Elemental Essence Shard | rare | SJ-DC-LEGIT-SB-01 Fire Thieves | Trade Log | Show | ||
Notes:
This crackling crystal contains the essence of an elemental plane. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property. Air: You can immediately fly up to 60 feet without provoking opportunity attacks. Guardian: The item whispers warnings to its bearer, This item can be found in Tasha's Cauldron of Everything (TCE). A shard of the chronomantic crystal that once encased the Macguffin. When activated, time seems to slow to a halt for a moment, allowing for a quick escape. |
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Arcane Grimoir +1 | rare | Lvl 5 Item | Character Creation | Show | ||
Notes:
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a bonus to spell attack rolls and to the saving throw DCs of your wizard spells. The bonus is determined by the book's rarity. You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1. |
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Revolver | unique | DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair | DDHC-DMM Dungeon of the Mad Mage Level 23: Mad Wizard’s Lair | Show | ||
Notes:
2d8 piercing 3 lb. Ammunition (range 40/120), reload (6 shots) |
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Blessing of Protection | unique | DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level | DDHC-DMM Dungeon of the Mad Mage Level 21: Terminus Level | Show | ||
Notes:
You gain a +1 bonus to AC and saving throws. |
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Grey Robe of the Archmagi | legendary | DDAL00-03 Those That Came Before | Trade Log | Show | ||
Notes:
Robe of the Archmagi Wondrous Item, Major, 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 spell and other magical effects. Your spell save DC and spell attack bonus each increase by 2. Originally crafted during the height of the Netherese Empire, this robe is a warm gray color and very plush. It is stitched with silver thread and the back is covered by Rhaugilath’s arcane sigil mixed with the sign of Mystryl. |
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Dawnfire (Sun Blade) | common | CCC-STORM-01 The Barrows of Solina | Trade Log | Show | ||
Notes:
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. The ruby in Dawnfire’s pommel sheds dim light for 10 feet when within 60 feet of undead. |
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Elven Chain | rare | CCC-BWM-ELM 2-3 Vestiges of Darkness | CCC-BWM-ELM 2-3 Vestiges of Darkness | Show | ||
Notes:
This weird silvery-purple chain shirt is as thin and light as a linen shirt. It has a muted wave symbol of Istishia, the neutral god known as the Water Lord, patterned into the links. This must have once belonged to a sea elf. You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. This item is detailed in the Dungeon Master’s Guide page 168. |
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Wave / Blackrazor / Whelm | legendary | DDHC-TYP White Plume Mountain | Show | |||
Blessing of Protection | unique | DDHC-TYP White Plume Mountain | Show | |||
Notes:
You gain a +1 bonus to AC and saving throws. |
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Necklace of Prayer Beads | rare | CCC-BMG-35 ELM2-2 Mists of the Moonsea | Show | |||
Notes:
This necklace has magic beads made from aquamarine (1 bead), black pearl (2 beads), and blue topaz (1 bead). It also has many nonmagical beads made from white pearls and moonstone. If a magic bead is removed from the necklace, that bead loses its magic. To use a magical bead, 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. 1 Bead of Blessing (aquamarine): Bless 2 Beads of Curing (black pearls): Cure wounds (2nd level) or lesser restoration 1 Bead of Favor (blue topaz): Greater restoration |
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Velahr´Kerym (Flame Tongue Longsword) | rare | DDAL00-02D - Echoes of the Weeping War | Show | |||
Notes:
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 |
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Heward’s Handy Haversack | rare | CCC-GOC 01-02 Cairns of Rot | Show | |||
Notes:
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. The backpack is made from a well-worn, but supple, leather that seems centuries old |
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The Blink Dog’s Guide to Transversing the Feywild | rare | Applying Service Rewards | Show | |||
Notes:
This small, yellow book is inscribed in silver with the title in Sylvan. When used, you briefly flicker and the howl of dogs can be heard in the distance. This item functions as an atlas of endless horizons This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: Arcane Gate, Dimension Door, Gate, Misty Step, Plane Shift, Teleportation Circle, and Word of Recall. It functions as a spell book for you. While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book 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 book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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Siren’s caress | rare | Applying Service Rewards | Show | |||
Notes:
This crystalline wand appears as a spiralshaped waterspout. When used, a haunting melody is heard emanating from the wand. This item functions as a wand of paralysis |
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Chime of Opening | rare | DDAL10-06 The Fallen Star | Show | |||
Notes:
This squat, black rod has a matte finish and a couple of flat switches and dials at one end. This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. |
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Prosthetic Limb | common | DDAL10-06 The Fallen Star | Show | |||
Notes:
This high-performance, alien technology resembles a polished obsidian spider leg with gold web designs. When attached, its off-world materials fold in on themselves and reconfigure into the desired limb. This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die. |
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Elemental Gem (Water) | uncommon | DDHC-DMM Dungeon of the Mad Mage Level 3: Sargauth Level | Show | |||
Notes:
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. |
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Cloak of the Bat | common | DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom | Show | |||
Notes:
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. |
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Scilintmoon (Sun blade) | rare | DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom | Show | |||
Notes:
The hilt lying on the floor is carved to resemble a bronze dragon with its wings spread and its mouth agape. This device is a sun blade that has held many names over the years, including Sunlight’s Wrath and Shar’s Bane. A legend lore spell reveals its true name (Scintilmorn) and its original purpose: to destroy vampires and other creatures of the night. This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. Proficiency with a longsword allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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Mithrall Chainshirt | uncommon | DDHC-DMM Dungeon of the Mad Mage Level 18: Vanrakdoom | Show | |||
Notes:
Mithral is a light, flexible metal. A mithral chain shirt 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. Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers. |