# MAGIC ITEMS ###### tags: `DEADLY MARCHES`, `STREETS OF WATERDEEP`, `MAGIC ITEMS`, `Palant` [TOC] ## Редкость волшебных предметов, их типы и относительная мощность ### Редкость - common - uncommon - rare - very rare - legendary - unique - созданы в единственном экземпляре - artifact ### Типы волшебных предметов - расходуемые - постоянные ### относительная мощность и ценность - ⭐️ - ⭐️⭐️ - ⭐️⭐️⭐️ - ⭐️⭐️⭐️⭐️ - ⭐️⭐️⭐️⭐️⭐️ - 🌟 ## Измененные описания предметов в части настройки У каждого предмета есть его волшебные свойства. В отличие от стандартных правил - где настраивываемые предметы без настройки практически не отличались от неволшебных предметов, мы используем подход, в котором многие предметы имеют как свойства, используемые без настройки, так и свойства, используемые при настройке. ## Зелья лечения ### Зелье лечения Необычное, расходуемое, 50 зм, ½ ф Красноватая жидкость в прозрачной колбе. Зелье лечения можно выпить действием, если оно находилось в рюкзаке или другом подобном месте, или бонусным действием если оно было закреплено в пределах быстрой досягаемости (например, на перевязи на теле. Выпитое зелье лечения восстанавливает 2к4+2 хитов и позволяет персонажу потратить свои кости хитов для восстановления хитов, при этом целебный эффект зелья увеличивает и эффективность костей хитов -каждая потраченная кость хитов на восстановление дополнительно восстанавливает 2 хита. К сожалению, тонизирующий эффект зелья не позволяет использовать более одного зелья без совершения отдыха, но более мощные лечебные зелья все еще будут продолжать действовать. ### Зелье большого лечения Редкое, расходуемое, 200 зм, ½ ф Красная жидкость в прозрачной колбе. Усиленная версия обычного зелья лечения за счет использования более редких трав и ингредиентов. Зелье большого лечения можно выпить действием, если оно находилось в рюкзаке или другом подобном месте, или бонусным действием если оно было закреплено в пределах быстрой досягаемости (например, на перевязи на теле. Выпитое зелье лечения восстанавливает 4к4+4 хитов и позволяет персонажу потратить свои кости хитов для восстановления хитов, при этом целебный эффект зелья увеличивает и эффективность костей хитов -каждая потраченная кость хитов на восстановление дополнительно восстанавливает 3 хита. К сожалению, тонизирующий эффект зелья не позволяет использовать более одного зелья без совершения отдыха, но более мощные лечебные зелья все еще будут продолжать действовать. ### Зелье великого лечения Очень Редкое, расходуемое, 1000 зм, ½ ф Алая жидкость в прозрачной колбе. Еще более усиленная версия зелья лечения за счет использования намного более редких трав и ингредиентов. Зелье великого лечения можно выпить действием, если оно находилось в рюкзаке или другом подобном месте, или бонусным действием если оно было закреплено в пределах быстрой досягаемости (например, на перевязи на теле. Выпитое зелье лечения восстанавливает 8к4+8 хитов и позволяет персонажу потратить свои кости хитов для восстановления хитов, при этом целебный эффект зелья увеличивает и эффективность костей хитов -каждая потраченная кость хитов на восстановление дополнительно восстанавливает 4 хита. К сожалению, тонизирующий эффект зелья не позволяет использовать более одного зелья без совершения отдыха, но более мощные лечебные зелья все еще будут продолжать действовать. ### Зелье максимального лечения Легендарное, расходуемое, 5000 зм, ½ ф Кроваво-алая жидкость в прозрачной колбе. Еще более усиленная версия зелья лечения за счет использования намного более редких трав и ингредиентов. Зелье максимального лечения можно выпить действием, если оно находилось в рюкзаке или другом подобном месте, или бонусным действием если оно было закреплено в пределах быстрой досягаемости (например, на перевязи на теле. Выпитое зелье лечения восстанавливает 10к4+20 хитов и позволяет персонажу потратить свои кости хитов для восстановления хитов, при этом целебный эффект зелья увеличивает и эффективность костей хитов -каждая потраченная кость хитов на восстановление дополнительно восстанавливает 5 хитов. К сожалению, тонизирующий эффект зелья не позволяет использовать более одного зелья без совершения отдыха, а более мощных лечебных зелий пока еще не придумали. ## Gray Hand Token *Wondrous item, uncommon (requires attunement and approval by the **Blackstaff**)* The Gray Hand token is a clasp, ring or brooch, resembling a human hand, fingers together and palm out. While attuned to the token, you have advantage on Charisma checks made to interact with civic officials of Waterdeep (including Lords, magistrates, and Watch and Guard officers). If the token is more than 5 feet away from you for more than 1 minute, it magically vanishes and reappears on your person. **Dragonward Strike** *(works only in Waterdeep)*. As a bonus action, you call upon *Aghairon's dragonward* to bolster your next attack or the next spell you cast. If you choose to bolster an attack, the next melee weapon attack you make before the end of your turn has advantage and deals bonus force damage equal to your character level on a successful hit. If you choose to bolster a spell, the next spell you cast before the end of your turn is cast as if you had used a spell slot one level higher to cast it. Once you use this ability, you must finish a long rest before you can use it again. Members of Force Grey can use this power more often. Abilities of this toke can be used only in Waterdeep. ## Broom of Evercleaning Wondrous item, common This pedestrian magic item is in great demand, and thus far only the only source of them is the Order. They are magical cleaning tools - when a command word is spoken, the broom animates and vigorously cleans a 10 foot radius circle around its starting point, leaving a small pile to be collected later. This process takes only two minutes for the entire twenty foot diameter circle. The magic in the broom lasts for one year, and it eventually crumbles into its own swept pile of dust. ## Dagger of Homing Weapon, uncommon These appear to be daggers of average heft, balanced for throwing. They all come with a leather sheath with a metal mouth, and the engraved designs on the weapon's hilt flow down to the mouth of the sheathe - when it is sheathed, it is difficult to tell where weapon ends and sheathe begins. When the dagger is separated from its sheathe for more than a heartbeat or two, it immediately teleports back into its sheathe unless it is actively being held by the one who bears the sheathe. The bearer may also choose to delay this teleportation by up to one minute. The dagger has no magical bonuses to hit or damage otherwise, however. ## Stamp of the Messenger Wondrous item, common (silver) or uncommon (gold) These stamps are made to order only, as they must incorporate the heraldry of the purchaser in question, and the Watchful Order is careful to work with the other Guilds and the Herald of Waterdeep to ensure that only legitimate persons are given stamps of official heraldry. There are two of these stamps: the more common silver, and the uncommon gold. Silver stamps are well-crafted wax stamps, with silver handle. When applied to a document, edges of an envelope or edge of a rolled scroll and the command word is spoken, it immediately creates a blob of silvery wax, imprints it with the sigil on the stamp, and then rapidly dries, sealing it perfectly. Golden stamps have one additional feature - the circle which surrounds the heraldry has wings incorporated into its design. When a second command word is spoken, and the name of the intended recipient (who must be known to the user and within two miles by crow), the wings pull themselves free of the surrounding wax and begin to flap with the speed of a dragonfly's wings, flying away (flying speed of 60, at a height of about ten feet off the ground), heading directly to the one so named. If that person is not a viable target (they are too far away, for instance), the wings simply do not move at all. ## Scroll of Communication Scroll, minor, uncommon This is a pair of scrolls. If you write a message of up to 100 words on one scroll and then speak the command word, the message will appear on the other scroll, exactly as you had written it. Both scrolls must be on the same plane for this to work. You or the holder of the second scroll can speak another command word and cause both scrolls to be erased. Each time you do so, roll a d20. On a 1, the scroll shreds and becomes nonmagical. ## Dragon Bones, Type Ⅰ Wondrous item, minor , uncommon (Requires Attunement) 0.1 lb. These are bones which are carved with mystic runes and occult images and stained with blue and green dyes. To use the bones, you must spend 1 minute throwing them and interpreting the results. After throwing the bones, you may cast augury. Once you have done so, you can't do so again until the following dawn. You can use these bones as the material component for casting augury normally, and if you do so, you can cast that spell twice before you begin to suffer from the cumulative 25 percent chance of a random reading. You may also use these bones as the material components for the find the path spell. ## Gloves of Weapon Expertise Uncommon, Wondrous item, gloves (need attunement) When you are attuned to these gloves and wear them you gain bonus +1 to your weapon attack rolls. ![](https://i.imgur.com/ftMrx0m.png) ## Ring of Cantrips Ring, very rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard) This ring allows the wearer to expend 1 of the ring's charges and cast any cantrip. This ring has 6 charges, and it regains 1d6 expended charges daily at dawn. ## Ring of Counterspelling Ring, very rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard) You can cast a spell into this ring. Afterwards, if someone casts the spell you cast into this ring while they are within 60 feet of you, you can use a reaction to expend 1 of the ring's charges and cast counterspell as a 9th-level spell. This ring has 6 charges, and it regains 1d6 expended charges daily at dawn. ![](https://i.imgur.com/h76mVND.png) ## Ring of Wizardry Ring, rarity varies (requires attunement by a wizard) There are four distinct types of this ring (ring of wizardry I, II, III, and IV), each of which grants you additional spell slots. If you have spell slots of the level listed in the table below for your type of ring, the number of spell slots of that level you have is doubled. The details for each ring type are shown in the following table: Ring Benefit Rarity I doubles 1st level spell slots uncommon II doubles 2nd level spell slots rare III doubles 3rd level spell slots very rare IV doubles 4th level spell slots legendary ## Rod of Interference Rod, very rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard) This rod has 6 charges. While holding the rod, you can use an action to expend 1 of the rod's charges and make a ranged spell attack with an invisible ray of antimagic against a target within 60 feet. On a hit, any spell that is on the target ends, and if it is concentrating on a spell, that spell ends as well. In addition, the target you hit cannot cast spells again until the end of its next turn. The rod regains 1d6 charges daily at dawn. ## Rod of Spheres Rod, rare While holding the rod, you can use an action to expend one of the rod's charges and create a sphere of force that hovers 3 feet off the ground. The sphere can hold up to 200 pounds of items, and follows you around for up to 2 hours. The sphere is destroyed if it takes any damage, but any objects inside float to the ground as if affected by the feather fall spell. You can create up to 3 spheres per day. ## Staff of the Artisan *Staff, very rare (requires attunement by a bard, cleric, sorcerer, or wizard)* This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: create item* (1 charge), stone shape (1 charge), animate objects (2 charges), fabricate (2 charges), or demiplane (10 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. ## Staff of Cacophony Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: thunderwave (1 charge per level, up to 5 charges), shatter (1 charge per level, up to 5 charges), thunderlance (4 charges), or thunderous reprisal (4 charges, cast at level 4). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. ## Staff of Earth and Stone Staff, very rare (requires attunement by a bard, cleric, druid, sorcerer, or wizard) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: stone shape (1 charge), meld into stone (2 charges), move earth (4 charges), or wall of stone (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. ![](https://i.imgur.com/VN5HnBy.png) ## Staff of the Gaol Staff, very rare (requires attunement by a cleric, druid, sorcerer, or wizard) This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: hold person (1 charge, cast at level 2), hold monster (2 charges, cast at level 5), maze (5 charges), or imprisonment (10 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. ## Wand of Blasting Wand, very 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 cloud of daggers, fireball, lightning bolt or Melt’s acid arrow. The spell's save DC is 15. 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. ## Wand of Control Wand, very 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 Evard's black tentacles, hold monster, hypnotic pattern, slow, or wall of fire. The spell's save DC is 15. Where allowed, 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. ## Wand of Elemental Burst Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the elemental burst spell (save DC 15) from it. 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. ## Wand of Sudden Transposition Wand, uncommon (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the sudden transposition spell (save DC 15) from it. 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 ## Wondrous Items “Listed below are some wondrous items from my collection. I’ll concede that some tend toward the idiosyncratic.” Elminster ### Aquamarine of Spell Extending Wondrous item, rare (requires attunement by a sorcerer, warlock, or wizard) This blue stone can be set in an object and then used as a spell focus. You can use a bonus action to expend a charge, and double the duration of any spell cast using a 6th or lower level spell slot that has a duration of at least 1 minute. The aquamarine has 3 charges that are replenished every day at dawn. Armband of Exemplary Healing Wondrous item, rare (requires attunement by a bard, cleric, druid, paladin, or ranger) This armband is made of silver and inset with small diamonds. The armband allows the spellcaster who attunes to it to use a bonus action to expend a charge and maximize the number of hit points regained when casting a healing spell using a 6tn or lower level spell slot. The armband has 3 charges that are replenished every day at dawn. ### Bagpipes of Droning Wondrous Item, rare You must have proficiency in the Performance skill to use these pipes. You can use an action to play them and expend 1 charge to create a dull, droning noise that sends creatures into a magical slumber. Roll 10d8; the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of you are affected in ascending order of their current hit points (ignoring unconscious creatures). Starting with the creature that has the lowest current hit points, each creature affected falls unconscious for 1 minute, or until the sleeper takes damage. Subtract each creature's hit points from the total before moving on to the creature with the next lowest hit points. A creature's hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren't affected by this item. The bagpipes have 3 charges that are replenished every day at dawn. ### Balance of Power Wondrous Item, very rare When a gem worth at least 500gp is placed on the right-hand tray of this scale, the gem is destroyed and one ability score selected by the user is raised to 20 for a period of 24 hours. This device may be used once per day. ### Belt of Naked Invisibility Wondrous Item, very rare (requires attunement) When worn, this belt functions identically to a ring of invisibility except that it does not turn your clothing or other belongings invisible. The belt itself turns invisible when worn. ![](https://i.imgur.com/1g7CS99.png) ### Bracelet of Animal Speech Wondrous item, rare When you place this item on your wrist, you gain the ability to comprehend and verbally communicate with one beast of your choice. A side effect is that you can no longer speak any other language, but can only makethe noise of your chosen beast. This effect lasts while you have the bracelet on your wrist. The bracelet cannot be removed until after you complete along rest. The knowledge and awareness of many beasts is limited by their intelligence, but at minimum, beasts can give you information about nearby locations and monsters, including whatever they can perceive or have perceived within the past day. You might be able to persuade a beast to perform a small favor for you, at the DM's discretion. ### Cat’s Eye Marble Wondrous Item, rare (requires attunement) This small glass sphere resembles a green cat's eye. It grants you darkvision to a range of 60 feet. ### Gavel of Authority Wondrous Item, rare When this gavel is knocked against a piece of wood, you gain advantage on all your Charisma (Persuasion) checks for the next 15 minutes. You may use it once per day. ### Golden Tongue Wondrous Item, rare (requires attunement) This charm is the shape of a small golden tongue. It grants you advantage on Charisma (Persuasion) checks—however you are required to make your argument in rhyming couplets. If you fail to speak in rhyme when making the check, you take 1d8 psychic damage. ### Handkerchief of Length Wondrous item, uncommon This item appears to be a normal silk handkerchief. However, when you place it in your pocket and speak the command word, you can then pull from your pocket a 50-foot long line of multi-colored handkerchiefs tied to each other. This functions exactly like a regular piece of rope. When you stuff the handkerchiefs back in your pocket, they revert to the original handkerchief. ### Iron Heart Wondrous item, very rare This item is shaped like a regular heart. When placed on the chest of a humanoid, it is absorbed into its body and replaces its real heart. The recipient immediately gains a +2 bonus to its Constitution ability score. ### Leaf of Falling Wondrous Item, rare (requires attunement) This charm is shaped like a small silver leaf. When you fall while wearing this charm, you descend 60 feet per round and take no damage from falling. ### Mirror of Recall Wondrous item, very rare Staring into this small hand mirror allows you to perfectly recall any conversation you have ever had, any sight you have ever seen, or any book you have ever read. ### Needle of Mending Wondrous item, uncommon This item enables you to cast the mending cantrip at will. ### Orb of Storms Wondrous item, very rare This small crystal sphere enables you to modify the weather, and occasionally call up a destructive supernatural storm. Once per day you can cast the control weather spell. Once per month, you can cast the storm of vengeance spell. ### Portable Bridge Wondrous item, very rare When folded, this item is small enough to fit in your pocket. When unfolded as an action, it forms a 5-foot wide bridge of wooden planks, capable of spanning a 30-foot gap. ### Screaming Lantern Wondrous item, rare This brass lantern has shutters. When the shutters are opened no light is emitted, but an ear-splitting scream comes from the lantern, and continues until the shutters are closed. Any creature that can hear and starts its turn within 20 feet of the lantern while it is screaming takes 1 point of thunder damage. ### Seeds of Wealth Wondrous item, rare These resemble the seeds of a beech tree, but when planted they grow into a tree that bears coins instead of fruit. This takes six months from planting. Roll on the following table to determine what type of coin the tree will bear: 1d20 Type 1-5 Copper 6-10 Silver 11-15 Electrum 16-19 Gold 20 Platinum The tree will bear one harvest of fruit only, consisting of 20d20 coins. ![](https://i.imgur.com/3qyzXUt.png) ![](https://i.imgur.com/q0lCvDh.jpg) ![](https://i.imgur.com/1EotW2g.jpg) ![](https://i.imgur.com/lJTWG8S.jpg) ![](https://i.imgur.com/On2zhtz.jpg) ![](https://i.imgur.com/PkL0K82.jpg) ![](https://i.imgur.com/vhhVbQB.jpg) ### Legacy of the Masters *Attunement, Very Rare, Major, Wondrous Item, Gloves* Highly sought after among novice warriors, these items were once the property of the royal family of Threskel. Imparting a portion of the prince's legendary skill, these gauntlets grant the bearer mastery over all forms of weapons. The majority of their many previous owners seem to have come to bloody ends though: The gloves grant the ability of experience, but not the wisdom. When you are attuned to these gloves and wear them you gain bonus +1 to your weapon attack rolls and bonus +2 to your weapon damage rolls. ### Glimmering Bands These polished bracers reflect harsh light into the eyes of the wearer's foes, distracting them from parrying incoming fists. When you are attuned to those bracers and wear them you gain bonus +2 to your unarmed attack rolls. ### Gauntlets of Crushing Very rare, Wondrous, Gauntlets, Major A foreigner from the east who went by the name of Floating Bear became well-known through the Sword Coast. Unarmed and unarmored, he bested many powerful warriors. One night, in the arms of a lady of the night, he whispered his secret. His martial arts training was supplemented by the thin gauntlets he wore, which allowed him to hit more accurately and with harder punches than bare fists would normally allow. The woman stole the gloves and took the next boat out. Floating Bear soon left, returning to his homeland. You gain bonus +2 to your unarmed attack rolls and bonus +2 to your unarmed strike's damage roll. The following magical items can add more depth to a campaign and inspire wonder beyond the fare found in the Dungeon Master's Guide. ### ARCANE SPRINGBOARD Wondrous item, common As an action, you can throw this piece of magic cloth to an unoccupied space within 60 feet of you. It forms a magic springboard that takes up the space of a Small creature for 1 minute. You or an ally can enter the springboard's space and be propelled 20 feet in a straight line. The creature stops early if it would move through a creature's space or hit a solid surface during this movement. This movement does not count toward a creature's movement for the turn and does not provoke opportunity attacks. As a bonus action, you can direct the springboard to move to an unoccupied space within 30 feet of it. The springboard becomes cloth again, moves in a straight line to the space, then reforms. The board stops early if it hits a solid surface, reforming in the nearest unoccupied space. After 1 minute, the arcane springboard loses its magic and becomes a normal piece of cloth. ### BAG OF GRENADES Wondrous item, uncommon This leather satchel weighs 5 pounds, quite hefty for its size. As an action, you can reach into it and produce a heavy metallic grenade, the size of your fist, and throw it at a point within 30 feet of you. The grenade disappears if not thrown by the start of your next turn. Each creature within 10 feet of the point must make a DC 13 Dexterity saving throw or take 2d6 bludgeoning damage. The area becomes littered with caltrops or ball bearings, which disappear after 1 minute. You choose which the grenade will produce when you grab it from the satchel. Once you have produced three grenades, you cannot produce another until the next dawn. **Caltrops.** Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the are at half speed doesn't need to make the saving throw. **Ball Bearings.** Any creature that enters the area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the saving throw. ### BAG OF HANDY TOOLS Wondrous item, rare This 5-pound bag appears shoddy and patched together, yet it holds incredible tools. While at your side, you know its contents. At dawn, the bag fills with 2d4 tools randomly chosen from the table below. As an action, you can pull one of the tools from the bag. Each tool is only a few inches across while in the bag but grows to full size moments after being taken out. If the tool is a creature, it is also petrified while in the bag, losing the condition as it grows to full size. These items and creatures are clearly magical. Any item or creature created by the bag disappears when the bag refills the next day. You can't place anything into the bag that is not created by the bag itself. The bag is large enough on the inside to fit any items it creates and never weighs more than 5 pounds. The bag does not appreciate deceit. If you attempt to sell one of the tools or otherwise attempt to profit from the bag, it ceases to function for 7 days. The third time you attempt to profit off the bag, you can no longer grab items from the bag, and any attempts to carry or secure the bag on your person fail, as it falls to the ground of its own accord. HANDY TOOLS d20 | Item --|-- 1 | Potion of healing 2 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself 3 | Wooden ladder (24 feet long) 4 | A riding horse with saddle bags when placed on the ground (see the Monster Manual for statistics) 5 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you 6 | Rowboat (12 feet long) with oars 7 | 2 mastiffs (see the Monster Manual for statistics) 8 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach 9 | Portable ram 10 | One simple or martial weapon of your choice, plus a quiver of ammunition if appropriate 11 | Vial of alchemist's fire 12 | Flask of holy water 13 | An ink pen, a bottle of ink, and 20 pieces of parchment 14 Enough trail rations and filled waterskins to sate 4 Medium humanoids 15 | 2 sets of manacles 16 | | Block and tackle and 50 feet of hempen rope 17 | Flask of oil 18 | climber's kit 19 | A bag of 1,000 ball bearings and a bag of caltrops 20 | Spyglass ### BRAIN LOCK PEARL Wondrous item, uncommon As an action, you can hurl this pearl at a creature you can see within 120 feet of you. The target must make a DC 13 Wisdom saving throw or be paralyzed until the end of your next turn as the pearl disappears into its flesh. Succeed or fail, the pearl is then destroyed. ### BRAWLER'S GAUNTLETS Wondrous item, uncommon (requires attunement) While wearing these tough leather gauntlets, you gain the following benefits: • You have a +5 bonus to Strength (Athletics) checks to grapple, shove, or escape a grapple. • You have a +2 bonus to damage you deal with unarmed strikes. ### BOOTS OF LANDING Wondrous item, uncommon If you fall while wearing these boots, you can instantly recover from the fall and absorb some of the damage. When determining the damage of a fall, the fall distance is reduced by 20 feet. You do not land prone even if you take damage from a fall while wearing these boots. ### ELIXIR OF VISION Potion, rare Within this purple liquid stares a floating eye. For 1 hour after you drink this position, your vision becomes unmatched for 1 hour. You can see perfectly in normal and magical darkness to an unlimited range, and you gain a +5 bonus to your Wisdom (Perception) checks. ### EYES OF PETRIFICATION Wondrous item, very rare (requires attunement) These lenses glow a flame-like blue and give your eyes a reptilian appearance. The lenses have 3 charges. While wearing these lenses over your eyes, you can use an action and expend 1 charge to cast flesh to stone on a creature you can see and that can see you. The lenses regain 1d3 charges daily at dawn. ### CLOAK OF CHARISMA Wondrous item, uncommon (requires attunement) While wearing this extravagant cape, your Charisma score is 19. It has no effect on you if your Charisma score is already 19 or higher without it. ### GLOVES OF DEXTERITY Wondrous item, rare (requires attunement) While wearing these deceptively simple gloves, your Dexterity score is 19. It has no effect on you if your Dexterity score is already 19 or higher without it. ### KINETIC GAUNTLETS Wondrous item, uncommon (requires attunement) These gloves use small dragonshards to store kinetic force and unleash it under the user's will. They have 3 charges. You can expend one charge to cast catapult (DC 13). The object you target with the spell must be held in your hand. Any unspent charges are regained at dawn. Additionally, the normal and long ranges of thrown weapons and the distance you can throw a given item are doubled while wearing these gloves. ### LYRE OF BUILDING Wondrous item, very rare (requires attunement) This strange lyre is made of a variety of building materials, including brick, wood, metal, and mud. As an action, you can strum its strings to cast mending. You can also play the instrument to magically build. As an action on your turn and on each subsequent turn after that, you can replicate the effects of a stone shape or fabricate spell (chosen each turn) using any building materials within 30 feet of you (including brick, wood, metal, and mud). You can play for up to 1 minute straight in this way each day, though if you do not use your action to keep strumming, you cannot produce this building effect again until after the next dawn. ### MANTLE OF THE ROPER Wondrous item, uncommon (requires attunement) This mantle is heavy (weighing 20 lbs.) and has the look of rough stone, though it is quite flexible. You have a +1 bonus to AC while you wear it. As an action, you can cause the mantle to lash out at up to four creatures within 50 feet of you that you can see. Each target must make a DC 13 Strength saving throw. On a failed save, the creature is restrained and dragged 25 feet closer to you. At the end of your next turn, this condition ends as each tendril falls off and dissolves. Once you use this ability, you cannot do so again until the next dawn. ### MERRIX'S ALCHEMICAL SATCHEL Wondrous item, rare (requires attunement) This satchel contains regents and materials for alchemical compounds. By reaching into it, you can pull out a magically-created vial that can produce a magical effect of your choice from the list below. The attack bonus for a vial effect is +7, while the save DC is 15. Once you have pulled out a vial, you cannot do so again for 1 minute, and once you have pulled out 5 vials, the bag will not produce another until after the next dawn. Blinking Draught. As an action, you produce a vial of yellow static and immediately drink it or feed it to a willing creature within 5 feet of you. At the end of each of that creature's turns for the next minute, it teleports in a straight line 30 feet away from it, stopping in the unoccupied space closest to the end of the line. Determine the direction of this line randomly by rolling a d8 for the direction: 1 for north, going clockwise with 8 as northwest. Brilliant Flame. As an action, you produce a vial filled with solar fire and throw it at a point within 30 feet of you. On impact, each creature within 10 feet of the point must make a Dexterity saving throw. On a failed save, the creature is blinded until the end of your next turn. The point it hit emits bright light that extends 150 feet from it, and dim light out a further 150 feet. This light fades after 1 minute. Magical darkness created by any spell of 3rd level or lower is dispelled by this light. Grasping Formula. As an action, you produce a vial filled with squirming black maggots and throw it at a point within 30 feet of you. On impact, each creature within 20 feet of the point must make a Strength saving throw. On a failed save, the creature is dragged prone and to the unoccupied space nearest to the point by strangling black tendrils, which then fade into smoke. Sticky Cloud. As an action, you produce a vial filled with smoke and throw it at a point within 30 feet of you, creating a 5-foot-radius cloud that quickly dissipates. Each creature within the cloud must make a Constitution saving throw. On a failed save, the creature's speed becomes 10 for 1 minute if it is not already lower. A creature can repeat this save at the end of each of its turns to end this effect early. ### PEARL OF WISDOM Wondrous item, very rare (requires attunement) While wearing this necklace with its single pearl, your Wisdom score is 19. It has no effect on you if your Wisdom score is already 19 or higher without it. ### PHILOSOPHER'S STONE Wondrous item, legendary This stone appears to be a sooty piece of blackish rock. However, you can break it open with a DC 15 Strength check, revealing the blood-red quicksilver inside. This quicksilver is worth 10 charges, which you can use to transmute metals or resurrect the long-dead. If you are a sorcerer, warlock, or wizard, you can use an action to spend 1 charge and apply a bit of the quicksilver and magic to a pile of iron or lead. This transmutes up to 100 pounds of iron into silver (worth 5000 sp) or up to 20 pounds of lead into gold (worth 1000 gp). You can instead spend 5 charges as an action and add a bit of the quicksilver to a potion of healing. This potion becomes an elixir of life and remains potent for 24 hours. You can drink this elixir to return your body to pristine condition, regaining all of your hit points, curing any reduction to your hit points or ability scores, curing any diseases or poisons you are afflicted by, and returning your body to its peak physical age. You can alternatively apply this elixir to a dead body or remains, bringing that creature back to life as through the effects of a true resurrection spell. The quicksilver and stone turn to dust 24 hours after the stone is broken. ### RING OF MASTER ALCHEMY Wondrous item, rare (requires attunement by an artificer) This many-colored ring is crafted and worn by capable alchemists, allowing them to create potions with but a bit of magic. The ring has 7 charges, and it regains 1d6+1 spent charges each dawn. While holding a vial of plain water over the course of 1 minute, you can expend a number of charges to turn that water into a potion of your choice: potion of climbing, growth, or healing (2 charges), mind reading or greater healing (3 charges), superior healing or water breathing (4 charges), or resistance (5 charges). If any potions go unused when the ring regains its charges, they revert back to vials of water. ### ROD OF CATS Weapon (quarterstaff), rare (requires attunement) You have a +1 bonus to attack and damage rolls made with this magic quarterstaff. While attuned to it, you gain darkvision out to a range of 30 feet. If you already have darkvision, its range is extended by 30 feet. This quarterstaff has 5 charges. While holding it, you can expend 1 charge to cast darkvision or spider climb, or 2 charges to cast pass without trace or darkness. You and anyone touching the staff can see through the darkness created by a spell cast in this way. At dawn, the staff regains 1d4+1 charges. The staff also has a secret compartment large enough to hold a set of thieves' tools, a scroll, or another object of similar size. A creature looking over the staff must make a DC 20 Intelligence (Investigation) check to find the compartment if it is not already aware of it. ### ROD OF FLAMESKULLS Rod, rare (requires attunement) This stone rod has a flameskull that was captured and enslaved upon it. The flameskull can talk and see but cannot move or take actions on its own. You can suppress or allow its ability to talk at any time while attuned to it. The rod has 7 charges and regains any spent charges at dawn. While holding the rod, you can use 3 charges to cast fireball, 2 charges to cast flaming sphere, or 1 charge to cast magic missile. The spell save DC for these spells is 13. As an action, you can fire two rays of fire from the rod. These are ranged spell attacks that deal 3d6 fire damage with a +5 bonus to their attack rolls and a range of 30 feet. ### ROD OF SURPRISES Wondrous item, rare (requires attunement) This rod is covered in seams, hinges, and bolts. At one end are five black buttons. As an action, you can press the buttons to activate one of the following effects: • The rod spouts a point or blade that allows it to be used as a javelin, sickle, spear, quarterstaff, halberd, glaive, pike, or short sword. You are proficient with this magical weapon, which has a +1 bonus to its attack and damage rolls. • You cast magic mouth, targeting the rod. You do not need to provide material components for this spell. • The rod lengthens between 2 and 60 feet. The rod can support up to 1200 pounds without breaking. RING OF BLINKING Ring, rare (requires attunement) While wearing this ring, you can cast blink at will, without expending a spell slot. ### RING OF CHAMELEON POWER Ring, uncommon (requires attunement) While wearing this ring, you have advantage on Dexterity (Stealth) checks to remain unseen. The ring also allows you to cast disguise self (save DC 13) at will, without expending a spell slot. ### ROD OF THE WYRM Rod, legendary (requires attunement) This magical quarterstaff grants a +3 bonus to its attack and damage rolls. As an action, you can throw the rod to a point within 20 feet of you and speak the rod's command word. The rod then transforms into an adult dragon, the type of which is determined when the rod is initially created, as found in the Monster Manual. This dragon acts on its own initiative and follows your commands to the best of its ability. When the dragon is reduced to 0 hit points, when it is more than 500 feet away from you, or when you command it to as a bonus action, the dragon returns to the rod form and you cannot transform it into a dragon again for three days. SPELL FOIL Weapon (rapier), rare (requires attunement) This magic rapier is extravagant and glows a soft blue when within 60 feet of any creature that can cast spells. If a creature you can see casts a spell, you have advantage on attack rolls against it with this weapon until the end of its next turn. When you are the only target of a spell cast by a creature you can see within 60 feet of you, you can use your reaction to parry it and send its magical energy back in a raw form. The spell fails and the creature who cast it must make a DC 15 Dexterity saving throw or take 3d6 force damage. Once it has been used to parry three spells, it cannot parry any more spells until the next dawn. SPIDER ROD Rod, rare (requires attunement) This silvery rod is covered with a complex relief of webs and tiny arachnids and is strangely sticky to the touch. While holding the rod, you can cast spider climb targeting yourself at will. The rod also has 7 charges, regaining 1d6+1 expended charges each dawn. If you expend the last charge, roll a d20. On a 1, the staff transforms into a swarm of spiders and attacks you. You can spend a charge for one of the following uses: • As an action, you can expend 1 charge and produce a strand of spider silk at a creature within 60 feet of you. The target must make a DC 15 Dexterity saving throw or be restrained for 1 minute. A restrained creature can use its action to make a DC 15 Strength check to free itself, breaking the silk. Dealing 15 slashing damage to the silk (AC 15) also frees the creature without harming it, ending the effect and destroying the silk. • As an action, you can expend 2 charges and touch a creature within 5 feet of you with one end of the rod that produces virile fangs. The target must make a DC 15 Constitution saving throw. On a failed save, the creature is poisoned for 1 hour. • As an action, you can summon 1 giant spider or 2 swarms of spiders by expending 3 charges. The summoned creatures appear in an unoccupied space within 10 feet of you and follow your verbal commands. A creature summoned by the rod disappears after 1 hour or when it drops to 0 hit points. STAFF OF CHAOS Staff, very rare (requires attunement by a spellcaster) This staff twists and turns, seeming to change with every glance. It is imbued with the power of pure chaos, seen only in Limbo and the mysterious Far Realm. It has 20 charges for the following properties. The staff regains 1d20 charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff's Path to Madness is triggered. Chaos Ward. While holding the staff of chaos, a flow of reality-bending magic grants you a +2 bonus to AC and all saving throws. Wild Magic. While attuned to this staff, you trigger surges of wild magic as though you have the sorcerer’s Wild Magic Surge feature, affecting any spell of 1st level or higher you cast. Whenever you roll to see if you activate a Wild Magic Surge, you roll two d20s instead of one, choosing one as the result. Additionally, whenever you see a creature within 60 feet of you cast a spell of 1st level or higher, you can use your reaction to expend 3 charges and force the creature to trigger a Wild Magic Surge. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: color spray (1 charge, each additional charge increases the spell's level by 1), enlarge/reduce or mirror image (3 charges), summon lesser demons (5 charges), or chaos hammer, confusion, or summon greater demons (6 charges). You can also cast the following spells at will, without expending any charges: chaos bolt, dancing lights, or mage armor. Path to Madness. You can use an action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its remaining magic as a vortex of pure chaos. You and each creature within 30 feet of you must make a DC 20 Charisma saving throw or be pulled in to the vortex and be banished to a random plane of existence. If you fail the saving throw, you are cast to the Far Realm (or similar plane of chaos, as chosen by the DM) to face the horrors from which the staff gained its power. STAFF OF PASSAGE Staff, legendary (requires attunement by a druid, sorcerer, warlock, or wizard) This staff is adorned with trinkets from lands near and far. You can use it to cast misty step at will, without expending a spell slot. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: arcane gate (3 charges), dimension door (1 charge), passwall (2 charges), teleport (4 charges), or astral projection (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, you are teleported to a random location on this plane of existence, and the staff is teleported to a different random location. SURESHOT SCOPE Wondrous item, uncommon This strange, spyglass-like device can be attached to a nonmagical ranged weapon without the thrown property as an action. While attached, the weapon becomes a magical weapon with its long range doubled. The scope also has 7 charges, which it regains each dawn. When you make a ranged attack with the weapon it's attached to, you can spend any number of its remaining charges to gain a bonus to your attack roll equal to the number of charges you spent. You can detach the scope as an action, after which the weapon once again becomes nonmagical and loses the properties granted by this scope. ### SWORD OF THE PLANES Weapon (longsword), very rare (requires attunement) This magic longsword bears the mark of Sigil on its hilt. Its power varies depending on what plane you are on and which plane creatures you hit with it are from. While on any plane, it has a +1 bonus to its attack and damage rolls. On any other plane than the Material Plane or when dealing damage to an aberration, elemental, fey, fiend, or celestial, it deals an extra 2d8 damage. If you roll a 20 for an attack roll with the sword and are attacking the projection of a creature under the effects of an astral projection spell, you can choose to sever its silver cord instead of dealing damage. The sword also has 3 charges and regains 1d3 expended charges each day at dawn. When you hit a creature with it, you can spend 1 charge to cast banishment (save DC 17) targeting the creature, requiring no action by you. You must concentrate on this spell as normal. ### VAN RICHTEN'S AMULET Wondrous item, uncommon (requires attunement) *This amulet was inspired by tales of a great hunter of undead abominations.* While wearing this amulet, you gain the following benefits: • You have a +2 bonus to damage rolls against undead. • You have advantage on Intelligence checks to recall information about undead. • You have advantage on Wisdom (Survival) checks to track undead. ### WAND OF HEALING Wand, rare (requires attunement by a spellcaster) This wand is decorated with gold and green. It has 3 charges and regains any spent charges each dawn. As an action, you can touch the wand to a creature and expend 1 charge. The creature regains 1d8 + 3 hit points. Alternatively, you can expend 3 charges to remove any poisons and diseases affecting the creature. ### WEAPON, BRILLIANT ENERGY Weapon (any), very rare (requires attunement) The damaging portions of this magic weapon (such as the blade or head) are made of light. The weapon gives off bright light to a range of 20 feet, and dim light an extra 20 feet. When you attack a creature that is wearing manufactured armor with this weapon, its AC for your attack becomes 10 + its Dexterity modifier (or just 10 if it is wearing heavy armor). This new AC cannot benefit from a shield. WEAPON, MERCIFUL Weapon (any), uncommon On a hit, this weapon deals an additional 1d6 damage. However, this weapon cannot be used to kill any creatures or deal damage to objects. If you deal damage to a creature that reduces it to 0 hit points, it falls unconscious as normal but is stable. ## CURSED ITEMS The following table can be used to generate random curses on items. A noncursed magic item generally has a 1% chance of being cursed. The effects of a curse first begin when you first attune to, put on, or try to use a cursed item. The effects of a curse remain until the curse is removed, such as with a remove curse spell. MAGIC ITEM CURSE d100 | Curse --|-- 1-2 |delusion 3-4 |opposite effect or target 5-6 |height change (shrink) 7-8 |height change (grow) 9-13| temperature change (lower) 14-18| temperature change (higher) 19-21| color change (hair) 22-25| color change (skin) 30-32| gender swap 33-34| race change 35 |disease 36-39 |noisy 40 ||ridiculous make 41-45 |possessive 46-49| paranoia 50 |alignment change (random) 51 |alignment change (opposite) 52-54 |friendly fire 55-57 |stunning 58-60| blurred vision 61-65| health drain 66-95 |draining 96| polymorphing 97-99| spellbinding 100| roll twice ### ALIGNMENT CHANGE Your alignment is changed to either a random alignment (other than your current alignment) or to the alignment opposite of your current one. ### BLURRED VISION Your vision is constantly blurred. You have disadvantage on Wisdom (Perception) and Intelligence (Investigation) checks related to sight and on ranged attack rolls. ### COLOR CHANGE Your hair or skin change to a random color. These colors are usually bright and ridiculous-looking. DELUSION Whenever you roll initiative, you must make a Wisdom saving throw against a confusion spell (save DC 15). This spell lasts for 1 minute or until you succeed on the saving throw against it. It cannot be dispelled and acts even in the presence of an antimagic field. DISEASE You are subject to the effects of a disease (such as sewer plague). If the disease would end, you are subjected to its effects again each day at dawn. DRAINING This item drains a specific ability (determined randomly or chosen by the DM). Each dawn, you must make a DC 15 saving throw using the same ability that would be drained. On a failed save, that ability is reduced by 1. If any ability is reduced to 0, the curse ends and you die. EXTRA CURSE The item has more than one curse. Roll on the table two more times, rerolling duplicate results except for more extra curses. FRIENDLY FIRE At the start of your turn in combat, you must make a DC 15 Wisdom saving throw. On a failed save, you must use your turn to move up to the nearest creature and use the Attack action targeting it, whether it is friend or foe. GENDER SWAP Your gender and physical sex change, from male to female or vice versa. If neither apply to you, nothing happens. HEALTH DRAIN Your hit point maximum reduced by 2 for each Hit Die you have. Whenever you gain a new Hit Die, your hit points maximum is again reduced by 2. A greater restoration spell can end this curse. HEIGHT CHANGE When you are cursed for the first time by this item, you grow or shrink by 1d6 inches. This effect remains even if the curse is removed and can only be undone by other effects that can change your height, such as a wish spell. NOISY You cannot remove or otherwise rid yourself of the item, which constantly gives off an aggravating sound that is audible to a range of 100 feet. OPPOSITE EFFECT OR TARGET Whenever you use the item, it enacts the opposite effect it usually would or targets you instead of another creature, whichever is appropriate. For instance, a ring of invisibility may instead subject you to the effects of a faerie fire spell, and a wand of magic missiles may target you with all the missiles. PARANOIA You are constantly paranoid that you will lose the item or it will get damaged. POLYMORPHING When you first use the item and at each dawn thereafter, you are subjected to the effects of a polymorph spell (save DC 15), turning you into a specific creature as appropriate to the item. For instance, a cursed ring of Jumping may turn you into a rabbit. This spell effect lasts until the next dawn and cannot be dispelled. POSSESSIVE You are obsessed with the item and refuse anyone to take it from you. You do not wish for the curse to ever be removed. RACE CHANGE Your race changes, replacing all of your racial traits with those of another. This race can be determined randomly (using the race table of the reincarnate spell) or chosen by the DM. RIDICULOUS MAKE The item looks absolutely ridiculous, causing friend and foe alike to laugh at your misfortune. You cannot remove or otherwise rid yourself of the item while cursed. SPELLBINDING You cannot cast spells. STUNNING At the beginning of your turn in combat, you must make a DC 15 Constitution saving throw or be stunned until the start of your next turn. TEMPERATURE CHANGE The area within 30 feet of you raises or lowers by 50 degrees Fahrenheit, potentially subjecting you and other creatures to the effects of extreme heat or cold. You cannot remove or rid yourself of the item while cursed. | ## Spell Bottle Wondrous item, legendary (requires attunement) This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle. | ## Spell Bottle EGWp269 | | Wondrous item, legendary (requires attunement) | | This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1; the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell. When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle. While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast. If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle. | ## Potion of Maximum Power EGWp268 | | --- | | Potion, rare | | The first time you cast a damage-dealing spell of 4th level or lower within 1 minute after drinking the potion, instead of rolling dice to determine the damage dealt, you can instead use the highest number possible for each die. This glowing purple liquid smells of sugar and plum, but it has a muddy taste. | ## Dispelling Stone EGWp266 | | Wondrous item, very rare | | This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends. | ## Reincarnation Dust EGWp268 | | --- | | Wondrous item, very rare | | When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the [reincarnate](https://5e.tools/spells.html#reincarnate_phb) spell had been cast on the remains. | ## Hunter's Coat Light armor, very rare (requires attunement) | 10 gp, 10 lb. | AC 11 + Dex | You have a +1 bonus to AC while wearing this armor. The coat has 3 charges. When you hit a creature with an attack and that creature doesn't have all its hit points, you can expend 1 charge to deal an extra 1d10 necrotic damage to the target. The coat regains 1d3 expended charges daily at dawn. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials. | | **Source:** _EGW_, page 267 | **Elven Blade of Sharpness** Mithral Longsword, versatile, finesse, 1 lb +1 to hit & dmg When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. **If Attuned Properties.** When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra **4d6** slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the **command word** again or sheathing the sword puts out the light ## "Создатель Теней" Unique, longsword, versatile, finesse, 1 lb "Создатель Теней" это солнечный клинок принадлежащий паладину **Маска** Келену Релу. **Свойства при настройке на "Создатель Теней".** +2 к урону и попаданию +1к8 урона против нежити Аура солнечного света 15 футов. **Свойства меча, которые могут быть использованы только Келеном Релом.** Келен Рел может выключить свет "Создателя Теней", заменив световой клинок на теневой - при этом он получает преимущество на атаки если не находится в ярко освещенной местности. Тип урона при этом меняется на **силовой**, но вся нежить иммунна к этому урону.
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