Magic Items
Purchased Magic Items
Name
Rarity
Location
Table
Result
Source
Weapon of Warning [Shortsword]
uncommon
DDHC00-DoIP - Dragon of Icespire Peak (Tower of Staorms)
F
Trade Log
Show
Notes:
Martial weapon, melee weapon, major tier, uncommon (requires attunement)
2 lb. 1d6 piercing - finesse, light
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Belt of Dwarvenkind
rare
CCC-BMG-MOON3-1 – Atop the Fairheights
CCC-BMG-MOON3-1 – Atop the Fairheights
Show
Notes:
Requires Attunement
While wearing this belt, you gain the following benefits:
• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Fang of Sybil
rare
CCC-GARY-01 A Night to Remember
CCC-GARY-01 A Night to Remember
Show
Notes:
These stylized versions of the Dagger of Venom are etched with symbols that appear almost religious, but are impossible to identify even to the most educated scholar.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Finesse.
When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.
Light.
A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
Thrown.
If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Manual of Quickness of Action
very_rare
CCC-BMG-37-HULB3-1 The Weakness of Rock
CCC-BMG-37-HULB3-1 The Weakness of Rock
Show
Notes:
Wondrous Item, very rare
This book contains coordination and balance exercises, 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 Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This item can be found in the Dungeon Masters Guide.
Nine Lives Stealer Scimitar
very_rare
CCC-QCC2018-01 Of Gods and Monsters
Trade Log
Show
Notes:
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is also slain. When the sword has no charges remaining, it loses this property.
The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names.
Dragontooth Dagger
rare
DDAL-DRW04-Foreign Affairs
DDAL-DRW04-Foreign Affairs
Show
Notes:
Weapon (dagger)
A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.
You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.
Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.
This item is found in Tyranny of Dragons.
Horn of Silent Alarm
common
DDAL-DRW05 Uncertain Scrutiny: Teil 1b) Queen of the Damned
DDAL-DRW05 Uncertain Scrutiny:Teil 1b) Queen of the Damned
Show
Notes:
Wondrous item, minor tier, common
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns 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.
Necklace of Prayer Beads
rare
DDAL-DRW06 Thimblerigging
DDAL-DRW06 Thimblerigging
Show
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
This necklace has 4 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.
Curing (Cure Wounds (2nd Level) or lesser Restoration)
Favor (Greater Restoration)
Blessing (Bless)
Windwalking (Wind Walk)
Fabric of Time (Guardian Mantle Of Spell Resistance)
rare
WBW-DC-MOM-01 - One Moment
Trade Log
Show
Notes:
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.
Eagle Whistle
rare
DDHC-TYP Tales from the Yawning Portal - Hidden Shrine
Trade Log
Show
Notes:
Wondrous item, rare
1 lb.
While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn.
Spellguard Shield
very_rare
DDEP-DRW02 Wings of Death
DDEP-DRW02 Wings of Death
Show
Notes:
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds.
Bracers of Defense
rare
DDEP-DRW02 Wings of Death
DDEP-DRW02 Wings of Death
Show
Notes:
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
This item is found in the Dungeon Master’s Guide. These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental.
Moon-Touched Shortsword
common
CCC-GHC-BK1-01_Into_the_Border_Kingdoms
Trade Log
Show
Notes:
The blade of this shortsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party.
Ioun Stone of Awareness
rare
DDHC-CM-15 The Scrivener’s Tale
DDHC-CM-15 The Scrivener’s Tale
Show
Notes:
Wondrous item, rare (requires attunement)
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head.
Robe of Eyes
rare
DDHC-CM-15 The Scrivener’s Tale
DDHC-CM-15 The Scrivener’s Tale
Show
Notes:
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
- You have darkvision out to a range of 120 feet.
- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Stout (+2 Longsword)
rare
CCC-GHCBK1-05 For the Glory of Bloutar!
Trade Log
Show
Notes:
Weapon (longsword), rare, Table G
This longsword has a cross-guard shaped like a tree branch and an oak tree embossed on its pommel. You gain a +2 bonus to attack and damage rolls
made with this magical longsword. In addition, the sword has the Gleaming minor property and never gets dirty.
This item can be found in the Dungeon Master’s Guide.
Shadowfell Ornithopter (Carpet of Flying)
very_rare
FR-DC-ADD At Death's Door
FR-DC-ADD At Death's Door
Show
Notes:
Wondrous Item, Very Rare, 6ft x 9ft, 800lb, 30ft
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.
This magical device can transport people through the air powered by the despair and sorrow of tormented souls from the shadowfell. The magic radar of the ornithopter emits a loud ping when it detects undead creatures in a radius of 120 feet and displays them on a weird green crystal disk as dots.
Sentinel. Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it.
Lichen Mantle (Cloak of Billowing)
common
FR-DC-ADD At Death's Door
FR-DC-ADD At Death's Door
Show
Notes:
Wondrous item, common
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Unbreakable: This magical cloak can only be destroyed by special means, which requires the one that seeks it's destruction to gather the spit of Moradin, the breath of a Ice Giant and some Holy Water from the Abyss mixed together and poured over the cloak to destroy it for good.
Hammer Drill of Opening (Chime of Opening)
rare
FR-DC-ADD At Death's Door
FR-DC-ADD At Death's Door
Show
Notes:
Wondrous Item, Rare
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet.
The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
This automatic drill seems to use shadowfell magic to spin incredibly fast, fast enough to drill every lock open magic or not. It seems to have power for 10 uses and is incredibly loud. Loud enough to trigger noise complaints from neighbours for sure.
Name | Rarity | Location | Table | Result | Source | |
---|---|---|---|---|---|---|
Weapon of Warning [Shortsword] | uncommon | DDHC00-DoIP - Dragon of Icespire Peak (Tower of Staorms) | F | Trade Log | Show | |
Notes:
Martial weapon, melee weapon, major tier, uncommon (requires attunement) This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. Finesse. Light. |
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Belt of Dwarvenkind | rare | CCC-BMG-MOON3-1 – Atop the Fairheights | CCC-BMG-MOON3-1 – Atop the Fairheights | Show | ||
Notes:
Requires Attunement While wearing this belt, you gain the following benefits: • Your Constitution score increases by 2, to a maximum of 20. • You have advantage on Charisma (Persuasion) checks made to interact with dwarves. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one. If you aren't a dwarf, you gain the following additional benefits while wearing the belt: • You have advantage on saving throws against poison, and you have resistance against poison damage. • You have darkvision out to a range of 60 feet. • You can speak, read, and write Dwarvish. |
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Fang of Sybil | rare | CCC-GARY-01 A Night to Remember | CCC-GARY-01 A Night to Remember | Show | ||
Notes:
These stylized versions of the Dagger of Venom are etched with symbols that appear almost religious, but are impossible to identify even to the most educated scholar. You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. |
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Manual of Quickness of Action | very_rare | CCC-BMG-37-HULB3-1 The Weakness of Rock | CCC-BMG-37-HULB3-1 The Weakness of Rock | Show | ||
Notes:
Wondrous Item, very rare |
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Nine Lives Stealer Scimitar | very_rare | CCC-QCC2018-01 Of Gods and Monsters | Trade Log | Show | ||
Notes:
Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 9 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is also slain. When the sword has no charges remaining, it loses this property. The hilt of this weapon is covered with carved, ancient Rellanic runes that seem to comprise nonsensical words or, possibly, a list of proper names. |
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Dragontooth Dagger | rare | DDAL-DRW04-Foreign Affairs | DDAL-DRW04-Foreign Affairs | Show | ||
Notes:
Weapon (dagger) You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage. Draconic Potency. Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6. This item is found in Tyranny of Dragons. |
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Horn of Silent Alarm | common | DDAL-DRW05 Uncertain Scrutiny: Teil 1b) Queen of the Damned | DDAL-DRW05 Uncertain Scrutiny:Teil 1b) Queen of the Damned | Show | ||
Notes:
Wondrous item, minor tier, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horns 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. |
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Necklace of Prayer Beads | rare | DDAL-DRW06 Thimblerigging | DDAL-DRW06 Thimblerigging | Show | ||
Notes:
Wondrous item, rare (requires attunement by a cleric, druid, or paladin) This necklace has 4 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. 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. Curing (Cure Wounds (2nd Level) or lesser Restoration) |
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Fabric of Time (Guardian Mantle Of Spell Resistance) | rare | WBW-DC-MOM-01 - One Moment | Trade Log | Show | ||
Notes:
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) |
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Eagle Whistle | rare | DDHC-TYP Tales from the Yawning Portal - Hidden Shrine | Trade Log | Show | ||
Notes:
Wondrous item, rare While you blow an eagle whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses daily at dawn. |
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Spellguard Shield | very_rare | DDEP-DRW02 Wings of Death | DDEP-DRW02 Wings of Death | Show | ||
Notes:
Armor (shield), very rare (requires attunement) While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. This item is found in the Dungeon Master’s Guide. This tower shield is made of hundreds of interlocking humanoid bones, dipped in a shimmering silver resin. When you are targeted by a spell, the bones vibrate gently and emit deep, ominous chanting in ancient Oman, lasting for 1d6 rounds. |
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Bracers of Defense | rare | DDEP-DRW02 Wings of Death | DDEP-DRW02 Wings of Death | Show | ||
Notes:
Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. This item is found in the Dungeon Master’s Guide. These bracers take the form of red satin evening gloves, and are incredibly soft and surprisingly warm. Featuring detailed golden embroidery depicting the brutal slaughter of duergar rebels, these gloves grow warmer when within 100 feet of any elemental. |
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Moon-Touched Shortsword | common | CCC-GHC-BK1-01_Into_the_Border_Kingdoms | Trade Log | Show | ||
Notes:
The blade of this shortsword is etched with a hawk that has its wings spread and its talons extended. In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. This item can be found in the Xanathar’s Guide to Everything. Special. The mooned-touched sword is a common magic item. It is treated like a potion or scroll and can only be claimed by one character in the party. |
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Ioun Stone of Awareness | rare | DDHC-CM-15 The Scrivener’s Tale | DDHC-CM-15 The Scrivener’s Tale | Show | ||
Notes:
Wondrous item, rare (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. Awareness (Rare). You can’t be surprised while this dark blue rhomboid orbits your head. |
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Robe of Eyes | rare | DDHC-CM-15 The Scrivener’s Tale | DDHC-CM-15 The Scrivener’s Tale | Show | ||
Notes:
Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success. |
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Stout (+2 Longsword) | rare | CCC-GHCBK1-05 For the Glory of Bloutar! | Trade Log | Show | ||
Notes:
Weapon (longsword), rare, Table G |
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Shadowfell Ornithopter (Carpet of Flying) | very_rare | FR-DC-ADD At Death's Door | FR-DC-ADD At Death's Door | Show | ||
Notes:
Wondrous Item, Very Rare, 6ft x 9ft, 800lb, 30ft You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. This magical device can transport people through the air powered by the despair and sorrow of tormented souls from the shadowfell. The magic radar of the ornithopter emits a loud ping when it detects undead creatures in a radius of 120 feet and displays them on a weird green crystal disk as dots. Sentinel. Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it. |
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Lichen Mantle (Cloak of Billowing) | common | FR-DC-ADD At Death's Door | FR-DC-ADD At Death's Door | Show | ||
Notes:
Wondrous item, common While wearing this cloak, you can use a bonus action to make it billow dramatically. Unbreakable: This magical cloak can only be destroyed by special means, which requires the one that seeks it's destruction to gather the spit of Moradin, the breath of a Ice Giant and some Holy Water from the Abyss mixed together and poured over the cloak to destroy it for good. |
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Hammer Drill of Opening (Chime of Opening) | rare | FR-DC-ADD At Death's Door | FR-DC-ADD At Death's Door | Show | ||
Notes:
Wondrous Item, Rare This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. This automatic drill seems to use shadowfell magic to spin incredibly fast, fast enough to drill every lock open magic or not. It seems to have power for 10 uses and is incredibly loud. Loud enough to trigger noise complaints from neighbours for sure. |