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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a winged thrull. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
You have resistance to acid damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":8,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"padded","speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385264825,"modifiedTime":1674385481665,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Saddlebags","type":"backpack","system":{"description":{"value":"Standard saddlebags that can be attached to a mount's saddle.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":8,"price":4,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":4,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":173,"originalName":"Saddlebags","version":"3.2.7"}},"effects":[],"img":"icons/containers/bags/satchel-leather-brown.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224802,"modifiedTime":1674385481668,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"0UPhlNJWZwZWsjEx"} {"name":"Pistol (Exandria)","type":"weapon","system":{"description":{"value":"Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAmmunition
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\n\n","chat":"","unidentified":"Pistol (Exandria)"},"source":"Critical Role","quantity":1,"weight":3,"price":150,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":60,"long":240,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"pistol(exandria)","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":true,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Pistol (Exandria)","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":54,"originalName":"Pistol (Exandria)","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/guns/gun-pistol-flintlock-metal.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230973,"modifiedTime":1674385481670,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"0WsTxgbg67nT8mYo"} {"_id":"0Y4bRZT6RdCqcu7S","name":"Barrier Tattoo","type":"equipment","img":"icons/environment/traps/spiked-wall.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":122,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2411988,"originalName":"Barrier Tattoo","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"THIS IS UNOFFICIAL MATERIAL
\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nProtection. While you aren’t wearing armor, the tattoo grants you an Armor Class depending on the tattoo’s rarity, as shown below. You can use a shield and still gain this benefit.
\nRARITY | \nAC | \n
---|---|
Uncommon | \n12 + your Dexterity modifier | \n
Rare | \n15 + your Dexterity modifier (maximum of +2) | \n
Very Rare | \n18 | \n
A Kythirian manchineel focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus.
\nWhen you cast a spell that deals acid or poison damage using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell.
","chat":"","unidentified":"Wondrous item"},"source":"Wayfinder's Guide to Eberron","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385264842,"modifiedTime":1674385481676,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"0bqZthz9WhAk3dR5","name":"Orb of Gonging","type":"equipment","img":"icons/commodities/materials/glass-orb.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":36,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":333428,"originalName":"Orb of Gonging"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
","chat":"This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
","unidentified":"Wondrous item"},"source":"Waterdeep: Dungeon of the Mad Mage","quantity":1,"weight":5,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385264845,"modifiedTime":1674385481680,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Chain Mail","type":"equipment","system":{"description":{"value":"Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.
","chat":"","unidentified":"Heavy Armor"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":55,"price":75,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":16,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainmail","speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":true,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Heavy Armor","filterType":"Armor","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":701257905,"definitionId":16,"originalName":"Chain Mail","version":"3.2.7"}},"effects":[],"img":"icons/commodities/metal/mail-chain-steel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770231170,"modifiedTime":1674385481682,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"0clfp9x0nzGPrKh7"} {"_id":"0edK6282gXsD9VEY","name":"Cli Lyre","type":"equipment","img":"icons/tools/instruments/harp-lap-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/938/636381776103969803.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8/566/636311310442934475.jpeg","filterType":"Wondrous item","tags":["Damage","Control","Buff","Utility","Exploration","Combat","Instrument"],"sources":[{"sourceId":3,"pageNumber":176,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Cli-Lyre.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5435,"originalName":"Cli Lyre","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
\nYou can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Stone Shape, Wall of Fire, Wind Wall. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
\nYou can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
Starting at rank 2, your coin of decisionry becomes a common magic item. When you flip the coin, it always lands with the Acquisitions Incorporated sigil face down, and a message appears on the “tails” face. Roll a d4 on the following table to determine the message.
\nd4 | \nDecision | \n
---|---|
1 | \nLucrative | \n
2 | \nBrand Appeal | \n
3 | \nIndeterminate | \n
4 | \nRuinous | \n
The coin has absolutely no divination abilities, and its results when you use it are random. But nobody else knows that. When a creature within 10 feet of you flips the coin (after having had its powerful prognostication powers dutifully explained), you can exert your will to control its operation as a bonus action, choosing the result that appears after it lands as a means of gently coercing the user toward a specific course of action. The creature flipping the coin can detect your manipulation with a successful DC 13 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check.
\nWhen you reach rank 3, your coin of decisionry gains a measure of actual divination power and becomes an uncommon magic item. In addition to its normal function, you can use an action to flip the coin of decisionry twice while pondering a specific plan or objective, noting both random results. If you succeed on a DC 15 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check, you learn which of the two results is more applicable to the course of action. This property of the coin can’t be used again until the next dawn.
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\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
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\nA good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
\nAn animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
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\nWhile you are holding the book, you can use it as a spellcasting focus for your wizard spells.
\nThe 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:
\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
\nSentience. Nepenthe is a sentient, neutral evil weapon with an Intelligence of 10, a Wisdom of 8, and a Charisma of 18. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet. It can read and understand Elvish. It can also speak Elvish, but only through the voice of its wielder, with whom the sword can communicate telepathically.
\nPersonality. In its lifetime, the sword has beheaded thousands of criminals, not all of whom were guilty of the crimes for which they were convicted. The sword cannot distinguish the guilty from the innocent. With each beheading, it hungers for more justice and blood. The sword is corrupt and irredeemable.
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
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\nAs an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
","chat":"Any creature that attunes to the tablet must make a DC 20 Wisdom saving throw at the end of its next long rest. On a failed save, the creature becomes afflicted with a random form of long-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
\nAs an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn’t enough space for the eagle, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face’s expression.
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\nCurse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
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\nWhile you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
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\nWhile you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
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\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nAgility. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
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When you damage a creature with an attack using this magic rapier, the target can’t regain hit points until the start of your next turn.
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\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 14. On a failed check, the spell disappears from the scroll with no other effect.
\nThis scroll contains a 4th level spell. The spell's saving throw DC is 15 and attack bonus is +7.
\nA wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check with a DC equal to 14. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
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\nAn animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
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\nThe pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d3 expended charges daily at dawn.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
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\nWhile wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) and Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks that rely on sight.
\nWhen Danoth’s Visor reaches an awakened state, it gains the following properties:
\nWhen Danoth’s Visor reaches an exalted state, it gains the following properties:
\nYou have a +1 bonus to AC while wearing this armor, which shimmers softly.
\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
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\nSentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
\nPersonality. A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
\nThe rapier grants the following benefits in its dormant state:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 1 minor beneficial property
\n- 1 minor detrimental property
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
\nPotions of Healing
\nPotion of … | \nRarity | \nHP Regained | \n
---|---|---|
Healing | \nCommon | \n2d4 + 2 | \n
Greater healing | \nUncommon | \n4d4 + 4 | \n
Superior healing | \nRare | \n8d4 + 8 | \n
Supreme healing | \nVery rare | \n10d4 + 20 | \n
When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna’s admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
\nFor a long time, Kas faithfully served the lich, but as Kas’s power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich’s empire in Vecna’s stead. Legend says Vecna’s destruction came at Kas’s hand, but Vecna also wrought his rebellious lieutenant’s doom, leaving only Kas’s sword behind. The world was made brighter thereby.
\nThe Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
\nIf the sword isn’t bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder take 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword’s demand is met.
\nRandom Properties. The Sword of Kas has the following random properties:
\nSpirit of Kas. While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
\nSpells. While the sword is on your person, you can use an action to cast one of the following spells (save DC 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can’t cast that spell again from it until the next dawn.
\nSentience. The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common.
\nPersonality. The sword’s purpose is to bring ruin to Vecna. Killing Vecna’s worshipers, destroying the lich’s works, and foiling his machinations all help to fulfill this goal.
\nThe Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword’s obsession with those artifacts eventually becomes a fixation for its wielder.
\nDestroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
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\nWhile wearing this eye patch, you gain these benefits:
\nYou have resistance to lightning damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":20,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385264986,"modifiedTime":1674385481808,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2DjjHwLycIfpmiH6","name":"Feather Token (Swan Boat)","type":"equipment","img":"icons/commodities/treasure/token-runed-circles-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Movement","Utility","Exploration","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4892,"originalName":"Feather Token (Swan Boat)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This tiny object looks like a feather.
\nYou can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385264989,"modifiedTime":1674385481811,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2IZZlNTpfnSoqHiX","name":"Gambler's Blade, Longsword","type":"weapon","img":"icons/weapons/swords/sword-guard-embossed-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":40,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":352071,"originalName":"Gambler's Blade, Longsword"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
","chat":"Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
","unidentified":"Longsword"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod","slashing"]],"versatile":"1d10[slashing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385264999,"modifiedTime":1674385481814,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2IoGrl8NWw8C8JUQ","name":"Clockwork Amulet","type":"equipment","img":"icons/equipment/neck/amulet-triangle-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Combat"],"sources":[{"sourceId":27,"pageNumber":137,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":27042,"originalName":"Clockwork Amulet","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
\nWhen you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
","chat":"","unidentified":"Wondrous item"},"source":"Xanathar's Guide to Everything pg 137","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265003,"modifiedTime":1674385481817,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2JDHEewSdQRcq8X4","name":"Deck of Several Things","type":"equipment","img":"icons/sundries/gaming/rune-card.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":40,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":351886,"originalName":"Deck of Several Things"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
\nPlaying Card | \nCard | \n
Ace of diamonds | \nVizier | \n
King of diamonds | \nSun | \n
Queen of diamonds | \nMoon | \n
Jack of diamonds | \nStar | \n
Two of diamonds | \nComet | \n
Ace of hearts | \nThe Fates | \n
King of hearts | \nThrone | \n
Queen of hearts | \nKey | \n
Jack of hearts | \nKnight | \n
Two of hearts | \nGem | \n
Ace of clubs | \nTalons | \n
King of clubs | \nThe Void | \n
Queen of clubs | \nFlames | \n
Jack of clubs | \nSkull | \n
Two of clubs | \nIdiot | \n
Ace of spades | \nDonjon | \n
King of spades | \nRuin | \n
Queen of spades | \nEuryale | \n
Jack of spades | \nRogue | \n
Two of spades | \nBalance | \n
Joker (with TM) | \nFool | \n
Joker (without TM) | \nJester | \n
Balance. Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
\nComet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.
\nDonjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.
\nEuryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure.
\nThe Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other point during the adventure.
\nFlames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson’s patron — a similarly powerful devil.
\nFool. For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.
\nGem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.
\nIdiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.
\nJester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
\nKey. A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.
\nKnight. You gain the service of any of the NPCs in the “Hirelings” section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.
\nMoon. You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure.
\nRogue. An NPC of the DM’s choice becomes secretly hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.
\nSkull. You summon an avatar of death — a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life.
\nStar. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can’t exceed 24.
\nSun. You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
\nTalons. Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.
\nThrone. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body’s brains in jars regard you thereafter as the monastery’s rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.
\nVizier. At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
\nThe Void. This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
","chat":"Stored in a leather pouch, this unique deck contains twenty-two colored cards made of some strong but unknown metal, each of which features a design printed as a mosaic of raised dots. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
\nPlaying Card | \nCard | \n
Ace of diamonds | \nVizier | \n
King of diamonds | \nSun | \n
Queen of diamonds | \nMoon | \n
Jack of diamonds | \nStar | \n
Two of diamonds | \nComet | \n
Ace of hearts | \nThe Fates | \n
King of hearts | \nThrone | \n
Queen of hearts | \nKey | \n
Jack of hearts | \nKnight | \n
Two of hearts | \nGem | \n
Ace of clubs | \nTalons | \n
King of clubs | \nThe Void | \n
Queen of clubs | \nFlames | \n
Jack of clubs | \nSkull | \n
Two of clubs | \nIdiot | \n
Ace of spades | \nDonjon | \n
King of spades | \nRuin | \n
Queen of spades | \nEuryale | \n
Jack of spades | \nRogue | \n
Two of spades | \nBalance | \n
Joker (with TM) | \nFool | \n
Joker (without TM) | \nJester | \n
Balance. Your mind suffers a wrenching alteration, causing your alignment to change for the duration of the adventure. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
\nComet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you have advantage on ability checks made using one skill of your choice for the duration of the adventure. Otherwise, this card has no effect.
\nDonjon. You are instantly teleported to and confined within the prison of the Monastery of the Distressed Body (area M6). Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You draw no more cards.
\nEuryale. The card’s medusa-like visage curses you. You take a −1 penalty on saving throws for the duration of the adventure.
\nThe Fates. Reality’s fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card’s magic as soon as you draw the card or at any other point during the adventure.
\nFlames. The Grand Master of the Monastery of the Distressed Body becomes your enemy. The bone devil seeks your ruin, savoring your suffering before attempting to slay you. If the Grand Master has already been defeated, you gain the enmity of Garret Levistusson’s patron — a similarly powerful devil.
\nFool. For the duration of the adventure, you lose proficiency with one skill or gain disadvantage on all checks made with one skill (with the skill and the penalty determined by the DM). Discard this card and draw from the deck again, counting both draws as one of your declared draws.
\nGem. The 1,000 gp hoard of the leprechaun from the Wilderness Encounters table (see appendix A) appears at your feet. If that treasure has already been claimed, you gain an equivalent hoard.
\nIdiot. Reduce your Intelligence by 1d4 + 1 (to a minimum score of 1) for the duration of the adventure. You can draw one additional card beyond your declared draws.
\nJester. You gain proficiency in a skill of your choice for the duration of the adventure, or you can draw two additional cards beyond your declared draws.
\nKey. A common or uncommon magic weapon with which you are proficient, or a spell scroll featuring a spell of a level you can cast, appears in your hands. The DM chooses the weapon or spell, which you possess for the duration of this adventure.
\nKnight. You gain the service of any of the NPCs in the “Hirelings” section not currently with the party, who appears in a space you choose within 30 feet of you. The NPC serves you loyally for the duration of the adventure, believing that the fates have drawn them to you. You control this character.
\nMoon. You are granted the ability to cast any spell of 5th level or lower, and can use that ability 1d3 times for the duration of the adventure.
\nRogue. An NPC of the DM’s choice becomes secretly hostile toward you. The identity of your new enemy isn’t known until the NPC or someone else reveals it. Any enchantment spell cast on the NPC at 6th level or higher can end the NPC’s hostility toward you.
\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. This wealth can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.
\nSkull. You summon an avatar of death — a mechanical skeleton (use bone naga statistics) clad in a tattered black robe. It appears in a space of the DM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life.
\nStar. Increase one of your ability scores by 1 for the duration of the adventure. The score can exceed 20 but can’t exceed 24.
\nSun. You gain proficiency in the skill of your choice for the duration of the adventure. In addition, a common or uncommon wondrous item appears in your hands. The DM chooses the item, which you possess for the duration of this adventure.
\nTalons. Every magic item you wear or carry is lost to you. These items can be recovered either in the treasury of the Monastery of the Distressed Body (area M10) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure.
\nThrone. You gain proficiency in the Persuasion skill and you double your proficiency bonus on checks made with that skill for the duration of the adventure. In addition, the Monastery of the Distressed Body’s brains in jars regard you thereafter as the monastery’s rightful master. You must defeat or otherwise clear out the Grand Master and its servants before you can claim the monastery as yours.
\nVizier. At any one time you choose within the duration of the adventure, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
\nThe Void. This black card spells disaster. Your soul is drawn from your body and held within machinery in either the control room of the Monastery of the Distressed Body (area M8) or Kwalish’s lab in Daoine Gloine (area O7), whichever comes later in the adventure. While your soul is trapped in this way, your body is incapacitated. Divination, contact other plane, or a similar spell of 4th level or higher reveals the location of the machinery that holds your soul. You draw no more cards.
","unidentified":"Wondrous item"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265006,"modifiedTime":1674385481819,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2LwodBhaMrG37gHH","name":"Crook of Rao","type":"equipment","img":"icons/weapons/staves/staff-crescent-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/13904/400/637411376411088919.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13904/401/637411376412446403.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":123,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Crook-of-Rao.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2401219,"originalName":"Crook of Rao","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Ages ago, the serene god Rao created a tool to shield his fledgling faithful against the evils of the Lower Planes. Yet, as eons passed, mortals developed their own methods of dealing with existential threats, and the crook was largely forgotten. In recent ages, though, the Crook of Rao was rediscovered and leveraged against the rising power of the Witch Queen Iggwilv (one of the names of the wizard Tasha). Although she was defeated, Iggwilv managed to damage the crook during the battle, infecting it with an insidious curse—and the potential for future victory. In the aftermath, the crook was again lost. Occasionally it reappears, but the famed artifact is not what it was. Whether or not the artifact’s bearers realize its full threat, few risk using the Crook of Rao—potentially for the final time.
\nRandom Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master’s Guide:
\nSpells. The crook has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: aura of life (2 charges), aura of purity (2 charges), banishment (1 charge), beacon of hope (1 charge), mass cure wounds (3 charges). The crook regains 1d6 expended charges daily at dawn.
\nAbsolute Banishment. While you are attuned to the crook and holding it, you can spend 10 minutes to banish all but the mightiest fiends within 1 mile of you. Any fiend with a challenge rating of 19 or higher is unaffected. Each banished fiend is sent back to its home plane and can’t return to the plane the Crook of Rao banished it from for 100 years.
\nFailing Matrix. Whenever the Crook of Rao’s Absolute Banishment property is used, or when its last charge is expended, roll on the Extraplanar Reversal table. Any creatures conjured as a result of this effect appear in random unoccupied spaces within 60 feet of you and are not under your control.
\nd100 | \nEffect | \n
---|---|
1–25 | \nA portal to a random plane opens. The portal closes after 5 minutes. | \n
26–45 | \n2d4 imps and 2d4 quasits appear. | \n
46–60 | \n1d8 succubi/incubi appear. | \n
61–70 | \n1d10 barbed devils and 1d10 vrocks appear. | \n
71–80 | \n1 arcanaloth, 1 night hag, and 1 rakshasa appear. | \n
81–85 | \n1 ice devil and 1 marilith appear. | \n
86–90 | \n1 balor and 1 pit fiend appear. At the DM’s discretion, a portal opens into the presence of an archdevil or demon lord instead, then closes after 5 minutes. | \n
91–00 | \nIggwilv’s Curse (see the Iggwilv’s Curse property). | \n
Iggwilv’s Curse. When the Crook was last used against Iggwilv, the Witch Queen lashed out at the artifact, infecting its magical matrix. Over the years, this curse has spread within the crook, threatening to violently pervert its ancient magic. If this occurs, the Crook of Rao, as it is currently known, is destroyed, its magical matrix inverting and exploding into a 50-foot-diameter portal. This portal functions as a permanent gate spell cast by Iggwilv. The gate then, once per round on initiative count 20, audibly speaks a fiend’s name in Iggwilv’s voice, doing so until the gate calls on every fiend ever banished by the Crook of Rao. If the fiend still exists, it is drawn through the gate. This process takes eighteen years to complete, at the end of which the gate becomes a permanent portal to Pazunia, the first layer of the Abyss.
\nDestroying or Repairing the Crook. The Crook of Rao can either be destroyed or repaired by journeying to Mount Celestia and obtaining a tear from the eternally serene god Rao. One way to make the emotionless god cry would be to reunite Rao with the spirit of his first worshiper who sought revelations beyond the multiverse long ago. The Crook dissolves if immersed in the god’s tear for a year and a day. If washed in the tear daily for 30 days, the Crook loses its Failing Matrix property.
","chat":"","unidentified":"Wondrous item"},"source":"Tasha’s Cauldron of Everything pg 123","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265013,"modifiedTime":1674385481823,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2McXUoSUg9j4xhsU","name":"Ring of Elemental Command","type":"equipment","img":"icons/equipment/finger/ring-band-engraved-spirals-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/133/636382338027538429.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/19/134/636382338028007176.jpeg","filterType":"Wondrous item","tags":["Control","Movement","Warding","Jewelry"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":235,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Ring-of-Elemental-Command.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5509,"originalName":"Ring of Elemental Command","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane.
\nWhile wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
\nRing of Air Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
\nIf you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
\nRing of Earth Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
\nRing of Fire Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
\nIf you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
\nRing of Water Elemental Command. You can expend 2 of the ring’s charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
\nYou have resistance to necrotic damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":20,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265020,"modifiedTime":1674385481828,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"2RiXwzaz13mkke6A","name":"Professor Orb","type":"equipment","img":"icons/commodities/materials/glass-orb-blue-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility","Sentient"],"sources":[{"sourceId":36,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":333435,"originalName":"Professor Orb"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
\nThe orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
\nThe orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
\nIn addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
","chat":"A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere.
\nThe orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s Guide. Regardless of its alignment, the orb has an Intelligence of 18, and Wisdom and Charisma scores determined by rolling 3d6 for each ability. The orb speaks, reads, and understands four languages, and it can see and hear normally out to a range of 60 feet. Unlike most other sentient items, the orb has no goals of its own and can’t initiate a conflict with the creature in possession of it.
\nThe orb has extensive knowledge of four narrow academic subjects. When making an Intelligence check to recall lore from any of its areas of expertise, the orb has a +9 bonus to its roll (including its Intelligence modifier).
\nIn addition to the knowledge it possesses, the orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
","unidentified":"Wondrous item"},"source":"Waterdeep: Dungeon of the Mad Mage","quantity":1,"weight":5,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265024,"modifiedTime":1674385481831,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Amethyst","type":"loot","system":{"description":{"value":"A transparent deep purple gemstone worth 100 gold pieces.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":100,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":100,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":265,"originalName":"Amethyst","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/geode-raw-purple.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230154,"modifiedTime":1674385481833,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"2RzntIVggvsAwFYC"} {"name":"Heart Weaver's Primer","type":"equipment","system":{"description":{"value":"This pristine book smells faintly of a random scent you find pleasing. When found, the book contains the following spells: antipathy/sympathy, charm person, dominate person, enthrall, hypnotic pattern, modify memory, and suggestion. It functions as a spellbook for you.
\nWhile you are holding the book, you can use it as a spellcasting focus for your wizard spells.
\nThe 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:
\nThis flickering crystal holds the essence of an Outer 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.
\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
\nGood. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
You can doff this armor as an action.
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\nPersonality. A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.
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\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
An exotic saddle is required for riding any aquatic or flying mount.
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\nStirring (Rare). You gain a +1 bonus to AC, and you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or to end those conditions on itself.
\nWakened (Very Rare). The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.
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\nWhenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}.
","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook pg 193","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265074,"modifiedTime":1674385481875,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Baba Yaga's Mortar and Pestle","type":"equipment","system":{"description":{"value":"The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.
\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide:
\nProperties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature.
\nProperties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
\nThe pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
\nPerfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.
\nYou can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
\nPrimal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.
\nTraverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
\nBones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
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In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
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\nWhile wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
\nSpells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
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\nSymbiotic Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.
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\nWhile wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
\nSpells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
\nThe crown regains 1d6 + 3 expended charges daily at dawn.
\nSymbiotic Nature. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.
\nThe daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
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\nWhile within 30 feet of the icon, a creature is under the effect of a protection from evil and good spell against fiends and undead. Only a creature attuned to the icon can use its other properties.
\nAugury. You can use an action to cast an augury spell from the icon, with no material components required. Once used, this property can’t be used again until the next dawn.
\nBane of the Undead. You can use the icon as a holy symbol while using the Turn Undead or Turn the Unholy feature. If you do so, increase the save DC by 2.
\nCure Wounds. While holding the icon, you can take an action to heal one creature that you can see within 30 feet of you. The target regains 3d8 + 3 hit points, unless it is an undead, a construct, or a fiend. Once used, this property can’t be used again until the next dawn.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
When you attain rank 4, you gain a small tome that is an uncommon magic item. The elder cartographer’s glossography grants advantage on Intelligence or Wisdom checks related to geographical features or locations.
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\nThe Orrery of the Wanderer was created by a renowned clockwork mage known only as Lottie. She crafted the relic as a means of tapping into the power of the planes, and to channel the divination and foretelling powers of the stars. But Lottie soon realized that her creation was far more powerful than she had intended. As it tapped into planar magic, the orrery began to manifest the darkness and malevolence inherent to some of the planes. Eventually, it would impress upon its owner a desire to open portals into the most cursed and dangerous worlds, including the Far Realm.
\nTo prevent the orrery from ever being so used, Lottie scattered the components that powered it, secreting them across the world. But the orrery’s instinct for @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{survival} is strong, and its components have a way of inexorably coming together over decades or centuries, found by treasure hunters, stolen by monsters, found and stolen again — and moving closer to each other all the time.
\nRandom Properties. The orrery has the following randomly determined properties:
\nThe random properties of the orrery might function only when all its components are installed, or might function sporadically if any components are missing.
\nThe Sum of Its Parts. Each of the six components that powers the Orrery of the Wanderer is a powerful magic relic in its own right:
\nThe chronolometer
The dimensional loop
The far gear
The rotor of return
The timepiece of travel
The wheel of stars
Creatures can attune to the orrery’s components individually. If attuned to an individual component, a creature must hold the component to make use of its features. A creature can also attune to the orrery and all the components installed in it. Attuning to an installed component doesn’t count against the number of magic items you can normally attune to.
\nWhile a component is not installed in the orrery, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
\nFuture Echoes. With or without its components, the orrery lets you catch momentary glimpses of the future that warn you of danger. As long as the orrery is within 30 feet of you, you gain a +1 bonus to AC.
\nInto the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your alignment changes to chaotic neutral, and you are compelled to engage with and explore the most dangerous planar realms.
\nMaster of Travel. While all six components of the Orrery of the Wanderer are installed, the artifact has 7 charges. While touching the orrery, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 17): contact other plane (3 charges), demiplane (6 charges), gate (7 charges), plane shift (5 charges), or teleportation circle (3 charges). The orrery regains 1d4 + 4 expended charges daily at dawn.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s description — unless you’re directed to chapter 6 of this source instead.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nThe creature exists for a duration specific to each keyrune. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
\nGruul Keyrune (Rare). This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
","chat":"","unidentified":"Ammunition"},"source":"Basic Rules, Player's Handbook pg 209","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{"mgc":true},"baseItem":"ammunition","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265147,"modifiedTime":1674385481942,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"3hHY3rRxq4XcwEfF","name":"Ioun Stone","type":"equipment","img":"icons/commodities/stone/rock-chunk-pumice-white.webp","effects":[{"label":"AC: Ioun Stone","icon":"icons/commodities/stone/rock-chunk-pumice-white.webp","changes":[{"key":"system.attributes.ac.value","value":"+ 1","mode":2,"priority":18}],"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"disabled":false,"flags":{"dae":{"transfer":true,"stackable":"none"},"ddbimporter":{"disabled":false,"itemId":0,"itemEntityTypeId":0},"midi-qol":{"forceCEOff":true}},"_id":"PgS2dgBUZazAX5T6","origin":null}],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff","Detection","Utility","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":176,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5415,"originalName":"Ioun Stone","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"dae":{"alwaysActive":false,"activeEquipped":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nAbsorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
\nOnce the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
\nAgility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
\nAwareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head.
\nFortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
\nGreater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
\n@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight} (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
\nIntellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
\nLeadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
\nMastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.
\nProtection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
\nRegeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
\nReserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4−1 levels of stored spells chosen by the GM.
\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
\nWhile this stone orbits your head, you can cast any 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 spell cast from the stone is no longer stored in it, freeing up space.
\nStrength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
\nSustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.
\nThis other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish.
\nSupreme Intellect (Rare). You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
\nHistorical Knowledge (Rare). You gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History} skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
\nNatural Knowledge (Rare). You gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature} skill, or a +1 bonus to checks with that skill if already proficient, while this burnished, brassy stone orbits your head.
\nReligious Knowledge (Rare). You gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion} skill, or a +1 bonus to checks with that skill if already proficient, while this tiny golden gem orbits your head.
\nLanguage Knowledge (Rare). You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
\nSelf-Preservation (Rare). You gain a +1 bonus to Intelligence saving throws while this silvery gem orbits your head.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 176","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265150,"modifiedTime":1674385481944,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"3he8oPJDMRhlVYRz","name":"Immovable Rod","type":"equipment","img":"icons/commodities/tech/pipe-metal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","avatarUrl":"https://www.dndbeyond.com/avatars/19/229/636382365804952977.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/261/636284741670235041.jpeg","filterType":"Rod","tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":175,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Immovable-Rod.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4662,"originalName":"Immovable Rod","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
","chat":"","unidentified":"Rod"},"source":"Basic Rules, Player's Handbook pg 175","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265153,"modifiedTime":1674385481948,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"3hr5TKP4vQFnH1rW","name":"Shard of the Ise Rune","type":"equipment","img":"icons/magic/water/projectile-ice-faceted-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Damage","Control","Warding"],"sources":[{"sourceId":12,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5525,"originalName":"Shard of the Ise Rune"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person.
\nFrigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you finish a short or long rest.
\nFrost Friend. You have resistance to fire damage.
\nIcy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest.
\nWinter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
\nGift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
\nCloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
\nBoots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
","chat":"This shard of ice is long and slender, roughly the size of a dagger. The ise (ice) rune glows within it. The shard has the following properties, which work only while it’s on your person.
\nFrigid Touch. As an action, you can touch a body of water and freeze the water in a 10-foot-radius sphere around the spot you touched. Once you use this property, you can’t use it again until you finish a short or long rest.
\nFrost Friend. You have resistance to fire damage.
\nIcy Mantle. As an action, you can touch yourself or another creature with water on your finger. The water creates an icy mantle of protection. The next time within the next minute that the target takes bludgeoning, slashing, or piercing damage, that damage is reduced to 0, and the mantle is destroyed. Once you use this property, you can’t use it again until you finish a short or long rest.
\nWinter’s Howl. As an action, you can cast sleet storm (spell save DC 17). You regain this ability after you finish a short or long rest.
\nGift of Frost. You can transfer the shard’s magic to a nonmagical item — a cloak or a pair of boots — by tracing the ise rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shard is destroyed, and the rune appears in blue on the chosen item, which gains a benefit based on its form:
\nCloak. The cloak is now a rare magic item that requires attunement. While wearing it, you have resistance to fire damage, and you have advantage on Dexterity (Stealth) checks made while in snowy terrain.
\nBoots. The pair of boots is now a rare magic item that requires attunement. While wearing it, you ignore difficult terrain while walking, and you can walk on water.
","unidentified":"Wondrous item"},"source":"Storm King's Thunder","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265156,"modifiedTime":1674385481958,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"3iglyfHlbTczxPaZ","name":"Ioun Stone of Leadership","type":"equipment","img":"icons/commodities/stone/ore-pile-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4937,"originalName":"Ioun Stone of Leadership","pack":"dnd5e.items","originalItemName":"Ioun Stone of Leadership","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nLeadership. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
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","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265162,"modifiedTime":1674385481964,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Rope, Hempen (50 feet)","type":"loot","system":{"description":{"value":"Rope, has 2 hit points and can be burst with a DC 17 Strength check.
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\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
\nEvil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nYou can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
\nOnce the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
\nLiquid | \nMax Amount | \n
---|---|
Acid | \n8 ounces | \n
Basic poison | \n1/2 ounce | \n
Beer | \n4 gallons | \n
Honey | \n1 gallon | \n
Mayonnaise | \n2 gallons | \n
Oil | \nquart | \n
Vinegar | \n2 gallons | \n
Water, fresh | \n8 gallons | \n
Water, salt | \n12 gallons | \n
Wine | \n1 gallon | \n
Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.
\nSentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
\nPersonality. A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
\nThe warhammer grants the following benefits in its dormant state:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 1 minor beneficial property
\n- 1 minor detrimental property
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
While holding this rod, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
\nIn addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Associated with a particular guild, a guild keyrune is a ceremonial, stylized key, about 1 foot long, made from carved stone. Not a literal key, the item is a badge of authority that gives its bearer access to privileged places in its guild’s headquarters and outposts. At the DM’s discretion, a character might be given a keyrune upon attaining a renown score of 25 in their guild.
\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a creature. If there isn’t enough space for the creature, the keyrune doesn’t transform. See the Monster Manual for the creature’s stat block — the name of which is given in bold in the keyrune’s description — unless you’re directed to chapter 6 of this source instead.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger.
\nThe creature exists for a duration specific to each keyrune. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
\nAzorius Keyrune (Rare). This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle’s eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses.
\nBoros Keyrune (Rare). Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human.
\nDimir Keyrune (Very Rare). This keyrune, carved from black stone accented with steel, resembles a stylized horror. On command, it transforms into an intellect devourer that resembles the Dimir guild symbol, with six bladelike legs. The creature exists for up to 24 hours. During that time, it pursues only a single mission you give it — usually an assignment to take over someone’s body, either to impersonate that person for a brief time or to extract secrets from their mind. When the mission is complete, the creature returns to you, reports its success, and reverts to its keyrune form.
\nGolgari Keyrune (Very Rare). Made from deep green jade with black veins, this keyrune has an insectile shape. It can transform into a giant scorpion for up to 6 hours. The scorpion has an Intelligence of 4 and can communicate with you telepathically while it is within 60 feet of you, though its messages are largely limited to describing the passage of potential prey.
\nGruul Keyrune (Rare). This crude keyrune is cobbled together from bits of rubble, broken glass, bone, and animal hair. One end resembles a horned beast. On command, the keyrune transforms into a ceratok, a horned creature much like a rhinoceros (and with the same statistics). It remains in its ceratok form for 1 hour.
\nIzzet Keyrune (Rare). Formed of carved and polished red and blue stone, the keyrune includes bits of cable and wire. One end resembles a humanlike head, suggesting the jagged elemental form of the galvanice weird (see chapter 6 for the stat block) that it can become for a duration of 3 hours. In this form, it will serve you as a bodyguard, lift and carry things for you, act as a test subject for your experiments, or aid you in any other way that its capabilities allow.
\nOrzhov Keyrune (Rare). This keyrune is carved from white marble with veins of black. The end is shaped like a thrull’s head, with a gold faceplate affixed. On command, the keyrune transforms into a winged thrull (see chapter 6 for the stat block) for up to 2 hours. If you don’t come from an Orzhov oligarch family, it serves you grudgingly, clownishly aping your movements and mannerisms while carrying out your orders.
\nRakdos Keyrune (Uncommon). This dark granite keyrune is marbled with scarlet veins and carved with the leering visage of a mischievous demon. When activated, it transforms into a cackler (see chapter 6 for the stat block) for up to 1 hour.
\nSelesnya Keyrune (Rare). Carved from white and green marble in the shape of a wolf’s head, this keyrune transforms into a dire wolf. The wolf persists for 8 hours. Its Intelligence is 6, and it understands Elvish and Sylvan but can’t speak those languages. While it is within 1 mile of you, you can communicate with each other telepathically.
\nSimic Keyrune (Uncommon). This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis (see chapter 6 for the stat block) that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
You have a +1 bonus to AC while wearing this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":13,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"studdedleather","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265201,"modifiedTime":1674385481991,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Potter's Tools","type":"tool","system":{"description":{"value":"These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"toolType":"art","baseItem":"potter","ability":["dex"],"chatFlavor":"","proficient":0,"bonus":"","uses":{"value":0,"max":0,"per":null}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":114,"originalName":"Potter's Tools","version":"3.2.7"}},"effects":[],"img":"icons/commodities/materials/pottery-jug.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224407,"modifiedTime":1674385481994,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"42OKJ3nnnwnxXsiT"} {"_id":"43PF1sW80eCGpNYM","name":"Potion of Climbing","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-labeled-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Buff","Movement","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":187,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4702,"originalName":"Potion of Climbing","pack":"dnd5e.items","originalItemName":"Potion of Climbing","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 187","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265206,"modifiedTime":1674385481996,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"43zrytSF1ILlzSgr","name":"Armor of Thunder Resistance, Hide","type":"equipment","img":"icons/equipment/chest/breastplate-banded-simple-leather-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9334/878/637206656146460737.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9334/879/637206656150025189.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Thunder-Resistance-Hide.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5076,"originalName":"Armor of Thunder Resistance, Hide","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to thunder damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":12,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"hide","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265209,"modifiedTime":1674385481998,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Maul","type":"weapon","system":{"description":{"value":"Proficiency with a maul allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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Produced by a special needle, this magic tattoo evokes fury in its form and colors.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nBloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits:
\nThis weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","unidentified":"Battleaxe"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":4,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod","slashing"]],"versatile":"1d10[slashing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"battleaxe","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265224,"modifiedTime":1674385482009,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"4Ajsjz0wMbtQjv6U","name":"Dragon-Touched Focus (Ascendant)","type":"equipment","img":"icons/commodities/flowers/lily-water-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":81,"pageNumber":26,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047190,"originalName":"Dragon-Touched Focus (Ascendant)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales.
\nSlumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
\nStirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
\nChromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.
\nGem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
\nMetallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
\nWakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
\nChromatic. Hold monster, Rime’s binding ice*
\nGem. Rary’s telepathic bond, Raulothim’s psychic lance*
\nMetallic. Fizban’s platinum shield,* legend lore
\nAscendant (Legendary). The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.
Representing one of the mascots of Strixhaven, this soft, Tiny, magic toy is perfect for cuddling. If you press it to your arm, shoulder, or leg as an action, the toy stays attached there for 1 hour or until you use an action to remove it.
\nThe toy can also be used to fight off fear. When you make a saving throw to avoid or end the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} condition on yourself, you can give yourself advantage on the roll if the toy is on your person. You must decide to do so before rolling the d20. If the save succeeds, you can't use the toy in this way until you finish a long rest.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":10,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":272,"originalName":"Blue quartz","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/ore-chunk-blue.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230195,"modifiedTime":1674385482037,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"4UpbnvO6uAK9mkT6"} {"_id":"4V4Pu8V85qBkER6J","name":"Dancing Longsword","type":"weapon","img":"icons/weapons/swords/greatsword-flamberge.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4865,"originalName":"Dancing Longsword","pack":"dnd5e.items","originalItemName":"Dancing Longsword","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
","chat":"","unidentified":"Longsword"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod","slashing"]],"versatile":"1d10[slashing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true,"mgc":true,"ada":false,"sil":false},"proficient":false,"attributes":{"spelldc":10},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265262,"modifiedTime":1674385482039,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"4WJMlOPUTkDDmRJq","name":"Blast Scepter","type":"equipment","img":"icons/commodities/treasure/sceptre-jeweled-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","filterType":"Rod","tags":["Damage","Combat"],"sources":[{"sourceId":36,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":333395,"originalName":"Blast Scepter"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The Blast Scepter can be used as an arcane focus.
\nWhoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
","chat":"The Blast Scepter can be used as an arcane focus.
\nWhoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":10,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Druidic Focus","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":158,"originalName":"Yew Wand","version":"3.2.7"}},"effects":[],"img":"icons/commodities/claws/claw-insect-tan.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224685,"modifiedTime":1674385482044,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"4Wq6cOu1YrUAbi3l"} {"_id":"4aUeWqdEUoe3WVsT","name":"Badge of the Watch","type":"equipment","img":"icons/equipment/shield/heater-steel-sword-yellow-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/4459/586/636708329753369693.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/4459/587/636708329754150949.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":35,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Badge-of-the-Watch.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":253567,"originalName":"Badge of the Watch"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.
\nWhile wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
\nIf the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
\nAs an action, the Open Lord can touch the badge and end your attunement to it.
","chat":"A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep’s City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.
\nWhile wearing the badge, you gain a +2 bonus to AC if you aren’t using a shield.
\nIf the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn’t ended.
\nAs an action, the Open Lord can touch the badge and end your attunement to it.
","unidentified":"Wondrous item"},"source":"Waterdeep: Dragon Heist","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265271,"modifiedTime":1674385482046,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"4ad8eN393zmXd6E4","name":"Absorbing Tattoo, Psychic","type":"equipment","img":"icons/magic/fire/dagger-rune-enchant-flame-strong-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":119,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2400555,"originalName":"Absorbing Tattoo, Psychic","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo features silver designs.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nDamage Resistance. While the tattoo is on your skin, you have resistance to psychic damage.
\nDamage Absorption. When you take psychic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil’s thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.
\nMost believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
\nOther practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can’t be divined.
\n@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature} can’t abide the book’s presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.
\nA creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book’s contents, provided that those modifications advance evil and expand the lore already contained within.
\nWhenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature’s alignment changes to neutral evil.
\nThe Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can’t be restored to life by any means while your soul remains imprisoned.
\nRandom Properties. The Book of Vile Darkness has the following random properties:
\nAdjusted Ability Scores. After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can’t adjust your ability scores again.
\nMark of Darkness. After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) checks made to interact with evil creatures and Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}) checks made to interact with non-evil creatures.
\nCommand Evil. While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can’t use this property again until the next dawn.
\nDark Lore. You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
\nDark Speech. While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite words from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
\nDestroying the Book. The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
\nIf a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
\nA creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 × 100 years later.
\nIf all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.
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\n\n
\n- Vile Apotheosis. The book could hold a ritual that allows a character to become a lich or death knight.
\n- True Names. The true names of any number of fiends might be in the book.
\n- Dark Magic. Several spells of horrific evil of the DM’s design and choosing could be in the book. Spells could impose dreadful curses, disfigure others, require human sacrifice, afflict creatures with crippling pain, spread vile plagues, and so on.
\n
You have resistance to poison damage while you wear this armor.
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\nIf you aren't a dwarf, you gain the following additional benefits while wearing the belt:
\nA holy symbol is a representation of a god or pantheon. A cleric or paladin can use a holy symbol as a spellcasting focus, as described in the Spellcasting section. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield.
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\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
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\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":10,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"leather","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265300,"modifiedTime":1674385482072,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"4q604ZjF2tnjrZyO","name":"The Bloody End (Awakened)","type":"weapon","img":"icons/weapons/maces/mace-round-spiked-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Morningstar","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":278,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434375,"originalName":"The Bloody End (Awakened)","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Carrying the power of Bane, this adamantine morningstar sports foot-long spikes and has a jagged blade on its pommel.
\nSentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf.
\nThe morningstar grants the following benefits in its dormant state:
\nWhen the morningstar reaches an awakened state, it gains the following properties:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
","chat":"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
","unidentified":"Longsword"},"source":"Fizban's Treasury of Dragons pg 25","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod","slashing"]],"versatile":"1d10[slashing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265306,"modifiedTime":1674385482077,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"4s2pSXfAfDvSZDkX","name":"Figurine of Wondrous Power","type":"equipment","img":"icons/commodities/treasure/figurine-idol.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/7/216/636284733359233869.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/217/636284733359592520.jpeg","filterType":"Wondrous item","tags":["Summoning"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":169,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Figurine-of-Wondrous-Power.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5413,"originalName":"Figurine of Wondrous Power","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nBronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
\nEbony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
\nGolden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
\nIvory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
\nMarble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
\nObsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
\nOnyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet and can see @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
\nSerpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
\nSilver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 169","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265309,"modifiedTime":1674385482080,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"4vN9ftVehbpwWeqU","name":"Lance, +1","type":"weapon","img":"icons/weapons/polearms/spear-simple-engraved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Lance","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5242,"originalName":"Lance, +1","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nYou gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
\nWhen a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
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\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nNecrotic Resistance. You have resistance to necrotic damage.
\nLife Ward. When you would be reduced to 0 hit points, you drop to 1 hit point instead. Once used, this property can’t be used again until the next dawn.
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\nFragment of Possibility. A creature that touches the beacon and concentrates for 1 minute receives a Fragment of Possibility, which looks like a Tiny, grayish bead of energy that follows the creature around, staying within 1 foot of it at all times. The fragment lasts for 8 hours or until used. Once the beacon grants a Fragment of Possibility, it can’t grant another until the next dawn. A creature with a Fragment of Possibility from a Luxon Beacon can’t gain another Fragment of Possibility from any source.
\nWhen a creature with a Fragment of Possibility makes an attack roll, an ability check, or a saving throw, it can expend its fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against the creature, it can expend its fragment to roll a d20 and choose which of the d20s to use, the one it rolled or the one the attacker rolled.
\nIf the original d20 roll has advantage or disadvantage, the creature rolls its d20 after advantage or disadvantage has been applied to the original roll.
\nSoul Snare. If a follower of the Luxon who has undergone a ritual of consecution dies within 100 miles of a Luxon Beacon, their soul is ensnared by it. This soul will be reincarnated within the body of a random humanoid baby developing within 100 miles of the beacon.
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\nSentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf.
\nThe morningstar grants the following benefits in its dormant state:
\nWhen the morningstar reaches an awakened state, it gains the following properties:
\nWhen the morningstar reaches an exalted state, it gains the following properties:
\n\n\nBETRAYER ARTIFACT PROPERTIES
\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
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\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen the Infiltrator’s Key reaches an awakened state, it gains the following properties:
\nWhen the Infiltrator’s Key reaches an exalted state, it gains the following properties:
\nThis mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen the Infiltrator’s Key reaches an awakened state, it gains the following properties:
\nWhen the Infiltrator’s Key reaches an exalted state, it gains the following properties:
\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe obsidian spell gem is a uncommon item and can store a cantrip. The stored spell's saving throw DC is 13 and has a +5 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","chat":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe obsidian spell gem is a uncommon item and can store a cantrip. The stored spell's saving throw DC is 13 and has a +5 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.
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\nContact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
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\nYou can release the creature by using a bonus action to speak a second command word. A target @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} by the rope.
\nThe rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 197","quantity":1,"weight":3,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265382,"modifiedTime":1674385482153,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"5bJHWb8FKWGaMh8Q","name":"Spell Gem (Jade)","type":"equipment","img":"icons/commodities/gems/gem-rough-trapeze-yellow-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":9,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5543,"originalName":"Spell Gem (Jade)"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe jade spell gem is a very rare item and can store up to a 5th level spell. The stored spell's saving throw DC is 17 and has a +9 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","chat":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe jade spell gem is a very rare item and can store up to a 5th level spell. The stored spell's saving throw DC is 17 and has a +9 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","unidentified":"Wondrous item"},"source":"Out of the Abyss","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265385,"modifiedTime":1674385482157,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"5fhrwU448QM72lnJ","name":"Arcane Grimoire","type":"equipment","img":"icons/sundries/books/book-open-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":120,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2411893,"originalName":"Arcane Grimoire","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nYou 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.
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
\nOrcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
\nSome say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world.
\nThe Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
\nTo attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
\nTo attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
\nRandom Properties. The Eye of Vecna and the Hand of Vecna each have the following random properties:
\nProperties of the Hand. Your alignment changes to neutral evil, and you gain the following benefits:
\nIf the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.
","chat":"","unidentified":"Wondrous item"},"source":"Dungeon Master's Guide pg 224","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265391,"modifiedTime":1674385482162,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Tiger Eye","type":"loot","system":{"description":{"value":"A translucent brown gemstone with a golden center worth 10 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":10,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":281,"originalName":"Tiger Eye","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-faceted-trillion-orange.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230250,"modifiedTime":1674385482165,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"5jKnzF9UuPjfzC3v"} {"_id":"5kfQQqhxH2b8ZZGL","name":"Last Stand Armor, Chain Shirt","type":"equipment","img":"icons/commodities/metal/mail-chain-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":[],"sources":[{"sourceId":59,"pageNumber":267,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434334,"originalName":"Last Stand Armor, Chain Shirt","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +1 bonus to AC while wearing this armor, which shimmers softly.
\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
","chat":"","unidentified":null},"source":"Explorer's Guide to Wildemount pg 267","quantity":1,"weight":20,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265402,"modifiedTime":1674385482167,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Ink (1 ounce bottle)","type":"consumable","system":{"description":{"value":"Ink is typically used with an ink pen to write.
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You gain a +1 bonus to saving throws while you wear it, as well as +1 on AC
This set of clothing gives you as well Asvantage on @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion} and @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance} Checks
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nThe javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
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\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
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\nThis potion's transparent liquid has floating in it a sliver of fingernail from a hill giant.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nSlumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
This wand looks and feels like an icicle. You must be attuned to the wand to use it.
\nThe wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: ray of frost (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), sleet storm (3 charges; spell save DC 15), or ice storm (4 charges; spell save DC 15). No components are required.
\nThe wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand’s last charge, roll a d20. On a 20, the wand melts away, forever destroyed.
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\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nDamage Resistance. While the tattoo is on your skin, you have resistance to necrotic damage.
\nDamage Absorption. When you take necrotic damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
\nWhen you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 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 GM. If the creature has no limb to sever, you lop off a portion of its body instead.
\nIn addition, you can speak the sword's command word 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.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nWhen you meet someone for the first time, their details and a rough sketch are magically stored on a small parchment card in the portfolio keeper. You can access the details of any such stored card as a bonus action.
\nAt rank 3, the power of your portfolio keeper becomes more potent, making it a rare magic item. When you give out a business card stored in your portfolio keeper, you can choose to have the card allow its recipient to contact you through your sending stone as if they had cast a sending spell. A business card loses this power seven days after it has been given out, and no more than five cards can have this power at one time.
\nYou can also use your sending stone to cast sending and contact anyone who has one of your business cards. Once you use this feature of the stone, you cannot use it again until dawn seven days later.
\nAlso at rank 4, you are able to make a focused effort to keep a potential customer’s attention. When you provide a humanoid with a business card from your portfolio keeper, you can cast charm person on them (save DC 15). The spell ends prematurely if the character loses the business card.
","chat":"","unidentified":"Wondrous item"},"source":"Acquisitions Incorporated pg 33","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265452,"modifiedTime":1674385482377,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Gunpowder, Keg","type":"loot","system":{"description":{"value":"Gunpowder is chiefly used to propel a bullet out of the barrel of a pistol or rifle, or it is formed into a bomb. Gunpowder is sold in small wooden kegs and in water-resistant powder horns.
\nSetting fire to a container full of gunpowder can cause it to explode, dealing fire damage to creatures within 10 feet of it (3d6 for a powder horn, 7d6 for a keg). A successful DC 12 Dexterity saving throw halves the damage. Setting fire to an ounce of gunpowder causes it to flare for 1 round, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":20,"price":250,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":250,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":198,"originalName":"Gunpowder, Keg","version":"3.2.7"}},"effects":[],"img":"icons/containers/ammunition/shot-barrel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229773,"modifiedTime":1674385482379,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"6I12JC6mcc6r3z8f"} {"_id":"6K3tKOzq24f39iis","name":"Potion of Mind Control","type":"consumable","img":"icons/consumables/potions/potion-bottle-skull-label-poison-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Control","Consumable"],"sources":[{"sourceId":21,"pageNumber":229,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":9355,"originalName":"Potion of Mind Control"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
\nA potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
\n\n Potion of … \n | \n\n Rarity \n | \n
---|---|
\n Mind control (beast) \n | \n\n Rare \n | \n
\n Mind control (humanoid) \n | \n\n Rare \n | \n
\n Mind control (monster) \n | \n\n Very rare \n | \n
When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
\nA potion of mind control produces the effect of a dominate beast, a dominate person (humanoid), or a dominate monster spell (see the table below). If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time.
\n\n Potion of … \n | \n\n Rarity \n | \n
---|---|
\n Mind control (beast) \n | \n\n Rare \n | \n
\n Mind control (humanoid) \n | \n\n Rare \n | \n
\n Mind control (monster) \n | \n\n Very rare \n | \n
While wearing this armor, you have resistance to piercing damage.
\nCurse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to bludgeoning and slashing damage.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":65,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265460,"modifiedTime":1674385482384,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"6NxojfvoAoH4thii","name":"Bloodwell Vial","type":"equipment","img":"icons/tools/laboratory/vial-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":122,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2412091,"originalName":"Bloodwell Vial","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells. The bonus is determined by the vial’s rarity.
\nIn addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
This tiny object looks like a feather.
\nYou can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265469,"modifiedTime":1674385482389,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Hand Drum","type":"tool","system":{"description":{"value":"A double-headed skin drum fitted with handles along its side.
","chat":"","unidentified":"Gear"},"source":"Sword Coast Adventurer's Guide","quantity":1,"weight":3,"price":6,"attunement":0,"equipped":false,"rarity":"","identified":true,"toolType":"","baseItem":"","ability":["dex"],"chatFlavor":"","proficient":0,"bonus":"","uses":{"value":0,"max":0,"per":null}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Instrument"],"sources":[{"sourceId":13,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":234,"originalName":"Hand Drum","version":"3.2.7"}},"effects":[],"img":"icons/tools/instruments/drum-hand-tan.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229970,"modifiedTime":1674385482392,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"6QxvsleFTBxyVsHu"} {"_id":"6RFh6UTH8JUtbpUA","name":"Masquerade Tattoo","type":"equipment","img":"icons/magic/light/projectiles-pink-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":131,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2405304,"originalName":"Masquerade Tattoo","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nFluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
\nDisguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
","chat":"","unidentified":"Wondrous item"},"source":"Tasha’s Cauldron of Everything pg 131","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265475,"modifiedTime":1674385482394,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"6UuRxg09zQKdeoAN","name":"Vox Seeker","type":"equipment","img":"icons/environment/creatures/crustacean-crab-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":270,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434383,"originalName":"Vox Seeker","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This clockwork device resembles a metal crab the size of a dinner plate. Every action used to wind up the device allows it to operate for 1 minute, to a maximum of 10 minutes. While operational, the item uses the accompanying Vox Seeker stat block. This automaton is under the DM’s control. A vox seeker reduced to 0 hit points is destroyed.
","chat":"","unidentified":"Wondrous item"},"source":"Explorer's Guide to Wildemount pg 270","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385265478,"modifiedTime":1674385482397,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Midnight Tears (Ingested)","type":"consumable","system":{"description":{"value":"A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":1500,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":143,"originalName":"Midnight Tears (Ingested)","version":"3.2.7"}},"effects":[],"img":"icons/consumables/potions/potion-bottle-skull-label-poison-teal.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224585,"modifiedTime":1674385482399,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"6WefYrFKhWASw5SM"} {"_id":"6aH1cRfCcT5iuzwc","name":"Hide of the Feral Guardian","type":"equipment","img":"icons/commodities/leather/fur-pelt-spotted-tan.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":[],"sources":[{"sourceId":59,"pageNumber":271,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434322,"originalName":"Hide of the Feral Guardian","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"It is believed that this polished and beautifully detailed leather armor was a gift from Melora, bestowed on a long-forgotten archdruid and champion of the natural world before the terrors of the Calamity.
\nWhile wearing the armor in its dormant state, you gain the following benefits:
\nWhen the armor reaches an awakened state, it gains the following properties:
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\nTree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
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\nAs an action, you can blow the petals from the rose to produce a 20-foot cone of acid. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 acid damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.
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\nIf you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
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\nA 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.
\nReligious Knowledge. You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
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\nWhen 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.
\nA 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.
\nReligious Knowledge. You gain proficiency in the Religion skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
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\nThe 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 erupts in a harmless pyrotechnic display and is destroyed.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
\nWhile wearing the wreath in its dormant state, you have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet. If you already have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision}, wearing the wreath increases the range of your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} by 60 feet.
\nWhen you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
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","chat":"","unidentified":"Potion"},"source":"Dungeon Master's Guide pg 188","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"6","units":"year"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true},"baseItem":"","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272223,"modifiedTime":1674385484457,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"7wUvhTQ9O5Sa3mpS","name":"Vicious Warhammer","type":"weapon","img":"icons/weapons/hammers/hammer-war-rounding.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Warhammer","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":["20 on the Attack Roll"],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5214,"originalName":"Vicious Warhammer","pack":"dnd5e.items","originalItemName":"Vicious Warhammer","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
","chat":"","unidentified":"Warhammer"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"Roll Other damage: [2d6] 20 on the Attack Roll","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod","bludgeoning"]],"versatile":"1d10[bludgeoning] + @mod"},"formula":"2d6[additional]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warhammer","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"mgc":true,"ada":false,"sil":false},"proficient":false,"attributes":{"spelldc":10},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272231,"modifiedTime":1674385484459,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"7xlDvwQSG6YDgoPl","name":"Spellwrought Tattoo","type":"equipment","img":"icons/magic/light/explosion-star-orange-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408275,"originalName":"Spellwrought Tattoo","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n
This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 209","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272245,"modifiedTime":1674385484465,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"81PsYl7gyFAZH3DE","name":"Spell Scroll (9th Level)","type":"consumable","img":"icons/sundries/scrolls/scroll-runed-brown-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scroll","filterType":"Scroll","tags":["Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5169,"originalName":"Spell Scroll (9th Level)","version":"3.2.7"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 19. On a failed check, the spell disappears from the scroll with no other effect.
\nThis scroll contains a 9th level spell. The spell's saving throw DC is 19 and attack bonus is +11.
\nA wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check with a DC equal to 19. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
","chat":"","unidentified":"Scroll"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"scroll","properties":{"mgc":true},"baseItem":"","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272251,"modifiedTime":1674385486077,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"8363hesIxZzZuyC3","name":"Banner of the Krig Rune","type":"equipment","img":"icons/sundries/flags/banner-standard-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff","Detection","Combat","Warding"],"sources":[{"sourceId":12,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5510,"originalName":"Banner of the Krig Rune"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
\nMark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can’t use it again until you finish a short or long rest.
\nSentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.
\nStandard’s Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can’t use it again until you finish a short or long rest.
\nGift of Battle. You can transfer the banner’s magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
\nWhile in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
","chat":"Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties.
\nMark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can’t use it again until you finish a short or long rest.
\nSentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight.
\nStandard’s Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can’t use it again until you finish a short or long rest.
\nGift of Battle. You can transfer the banner’s magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property:
\nWhile in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nYou can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
\nThe cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 160","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272381,"modifiedTime":1674385486121,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Emerald","type":"loot","system":{"description":{"value":"A transparent deep bright green gemstone worth 1,000 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":1000,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":1000,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":286,"originalName":"Emerald","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-faceted-diamond-green.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230283,"modifiedTime":1674385486123,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"8Sc2BhrLIhgXyxpI"} {"_id":"8UuSsOFxUT8VVztm","name":"Rod of Lordly Might","type":"equipment","img":"icons/commodities/tech/pipe-metal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","avatarUrl":"https://www.dndbeyond.com/avatars/19/255/636382374072643941.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/388/636284765584014212.jpeg","filterType":"Rod","tags":["Damage","Control","Utility","Exploration","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":196,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Rod-of-Lordly-Might.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4746,"originalName":"Rod of Lordly Might","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
\nSix Buttons. You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
\nIf you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
\nIf you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
\nIf you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it.
\nIf you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
\nIf you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
\nIf you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
\nDrain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target takes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
\nParalyze. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed} for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
\nTerrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you for 1 minute. A @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
","chat":"","unidentified":"Rod"},"source":"Basic Rules, Player's Handbook pg 196","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272388,"modifiedTime":1674385486126,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"8XM4y9rsrUsJz4e1","name":"Wand Sheath","type":"equipment","img":"icons/weapons/swords/shortsword-sheathed-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":6},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215700,"originalName":"Wand Sheath","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A wand sheath clamps onto your arm and imparts the following benefits:
\nIf a sheathed wand requires attunement, you must attune to the wand before you can use it. However, the wand sheath and the attached wand count as a single magic item with regard to the number of magic items you can attune to. If you remove the wand from the sheath, your attunement to the wand ends.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
\n","chat":"","unidentified":null},"source":"Dungeon Master's Guide","quantity":1,"weight":8,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"padded","speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272395,"modifiedTime":1674385486136,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Alchemist's Doom","type":"loot","system":{"description":{"value":"
Stored in a flask, this concoction is alchemist’s fire, except it deals 7 (2d6) fire damage at the start of the target’s turns.
\n\n","chat":"","unidentified":"Gear"},"source":"Strixhaven: A Curriculum of Chaos","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":80,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":324,"originalName":"Alchemist’s Doom","version":"3.2.7"}},"effects":[],"img":"ddb-images/other/equipment-Adventuring-Gear.jpg","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230490,"modifiedTime":1674385486139,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"8XjsWgu8zLPhfBgi"} {"_id":"8Y2vCpFKqRMYBeOy","name":"Rod of Retribution","type":"equipment","img":"icons/weapons/staves/staff-ornate-wood-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","filterType":"Rod","tags":[],"sources":[{"sourceId":59,"pageNumber":269,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434359,"originalName":"Rod of Retribution","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's doom as an improvised weapon. On a hit, the target takes 7 (2d6) fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.
\n
This adamantine rod is tipped with a glowing crystalline eye. The rod has 3 charges and regains all its expended charges daily at dawn.
\nWhen a creature you can see within 60 feet of you damages you while you are holding this rod, you can use your reaction to expend 1 of the rod’s charges to force the creature to make a DC 13 Dexterity saving throw. The creature takes 2d10 lightning damage on a failed save, or half as much damage on a successful one.
","chat":"","unidentified":"Rod"},"source":"Explorer's Guide to Wildemount pg 269","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272409,"modifiedTime":1674385486141,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"8ah70jhqvzyqC1qP","name":"Dragon Wing Heavy Crossbow","type":"weapon","img":"icons/weapons/crossbows/crossbow-ornamental-winged.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Crossbow, heavy","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":81,"pageNumber":23,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047202,"originalName":"Dragon Wing Heavy Crossbow","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true,true,true,true,true,true,true,true,true,true,true],"altValue":[true,true,true,true,true,true,true,true,true,true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
\nIf you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
","chat":"","unidentified":"Crossbow, heavy"},"source":"Fizban's Treasury of Dragons pg 23","quantity":1,"weight":18,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[piercing] + @mod","piercing"],["1d6[acid]","acid"],["1d6[cold]","cold"],["1d6[fire]","fire"],["1d6[force]","force"],["1d6[lightning]","lightning"],["1d6[necrotic]","necrotic"],["1d6[poison]","poison"],["1d6[psychic]","psychic"],["1d6[radiant]","radiant"],["1d6[thunder]","thunder"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"heavycrossbow","properties":{"amm":true,"fir":true,"fin":false,"hvy":true,"lgt":false,"lod":true,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272412,"modifiedTime":1674385486145,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"8dKdrQrM90IrShpV","name":"Dragon-Touched Focus (Stirring)","type":"equipment","img":"icons/commodities/flowers/lily-water-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":81,"pageNumber":26,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047192,"originalName":"Dragon-Touched Focus (Stirring)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This wondrous item can be a scepter, an orb, an amulet, a crystal, or another finely crafted object. It typically incorporates imagery of dragons’ wings, claws, teeth, or scales.
\nSlumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
\nStirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
\nChromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.
\nGem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
\nMetallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
\n
A Xorian wenge focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus.
\nWhen you cast a spell that deals psychic damage using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell.
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Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
When you drink this potion, you gain resistance to radiant damage for 1 hour.
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\nWhile holding the shard, you can use an action to open your mind to the shard, seeing its content in your mind. On subsequent rounds, reading the text or scribing new text on blank “pages” in the shard requires concentration (as if concentrating on a spell) and takes the same amount of time it takes you to read and write normally. Thinking of a particular phrase or topic draws you to the first section in the shard that addresses it.
\nA wizard can use a spellshard as a spellbook, with the usual cost in gold and time to “scribe” a spell into the shard.
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\nThe holy symbol is a platinum amulet shaped like the sun, with a large crystal embedded in its center.
\nThe holy symbol has 10 charges for the following properties. It regains 1d6 + 4 charges daily at dawn.
\nHold Vampires. As an action, you can expend 1 charge and present the holy symbol to make it flare with holy power. Vampires and vampire spawn within 30 feet of the holy symbol when it flares must make a DC 15 Wisdom saving throw. On a failed save, a target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed} for 1 minute. It can repeat the saving throw at the end of each of its turns to end the effect on itself.
\nTurn Undead. If you have the Turn Undead or the Turn the Unholy feature, you can expend 3 charges when you present the holy symbol while using that feature. When you do so, undead have disadvantage on their saving throws against the effect.
\nSunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.
\nThis 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
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\nWhen 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.
\nA 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.
\nSupreme Intellect. You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
","chat":"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.
\nWhen 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.
\nA 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.
\nSupreme Intellect. You gain a +1 bonus to Intelligence checks while this faceted sphere orbits your head.
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\nWhile wearing the Verminshroud in its dormant state, you gain the following benefits:
\nWhile wearing the Verminshroud in its awakened state, you gain the following benefits:
\nThis dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
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\nThunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the end of your next turn.
\nLightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
\nThunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened} for 1 minute. On a successful save, a creature takes half damage and isn't @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}.
\nThunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
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\nAs an action, you can cause the Pyroconverger to project fire in a 10-foot cone. Each creature in that area must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one.
\nEach time you use the Pyroconverger, roll a d10 and add the number of times you have used it since your last long rest. If the total is 11 or higher, the Pyroconverger malfunctions: you take 4d6 fire damage, and you can’t use the Pyroconverger again until you finish a long rest.
","chat":"","unidentified":"Wondrous item"},"source":"Guildmasters' Guide to Ravnica","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272564,"modifiedTime":1674385486303,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"9zTKSAcURmiYFCHO","name":"Walloping Ammunition","type":"weapon","img":"icons/skills/ranged/arrow-flying-broadhead-metal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Blowgun","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":27,"pageNumber":139,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":36839,"originalName":"Walloping Ammunition","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[],"altValue":[],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}.
","chat":"","unidentified":"Blowgun"},"source":"Xanathar's Guide to Everything pg 139","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":25,"long":100,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["+ @mod + 1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"blowgun","properties":{"amm":true,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":true,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272566,"modifiedTime":1674385486305,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Garnet","type":"loot","system":{"description":{"value":"A transparent red, brown-green, or violet gemstone worth 100 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":100,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":100,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":257,"originalName":"Garnet","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-cluster-red.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230111,"modifiedTime":1674385486308,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"A0Ht8C0LXsU054vn"} {"_id":"A0aNLMmf6oYQUJuk","name":"Infiltrator’s Key","type":"equipment","img":"icons/sundries/misc/key-jeweled-gold-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/9170/101/637199799003613310.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/102/637199799005343491.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":272,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Infiltrator-s-Key.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434327,"originalName":"Infiltrator’s Key"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen the Infiltrator’s Key reaches an awakened state, it gains the following properties:
\nWhen the Infiltrator’s Key reaches an exalted state, it gains the following properties:
\nThis mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen the Infiltrator’s Key reaches an awakened state, it gains the following properties:
\nWhen the Infiltrator’s Key reaches an exalted state, it gains the following properties:
\nWhile wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook pg 191","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272574,"modifiedTime":1674385486312,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"A4DmT88ysxIdFafA","name":"Mizzium Apparatus","type":"equipment","img":"icons/magic/lightning/bolt-strike-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/4720/84/636755129958631112.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/4720/85/636755129960038048.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":38,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Mizzium-Apparatus.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":315180,"originalName":"Mizzium Apparatus","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Innovation is a dangerous pursuit, at least the way the mages of the Izzet League engage in it. As protection against the risk of an experiment going awry, they have developed a device to help channel and control their magic. This apparatus is a collection of leather straps, flexible tubing, glass cylinders, and plates, bracers, and fittings made from a magic-infused metal alloy called mizzium, all assembled into a harness. The item weighs 8 pounds.
\nWhile you are wearing the mizzium apparatus, you can use it as an arcane focus. In addition, you can attempt to cast a spell that you do not know or have prepared. The spell you choose must be on your class’s spell list and of a level for which you have a spell slot, and you must provide the spell’s components.
\nYou expend a spell slot to cast the spell as normal, but before resolving it you must make an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check. The DC is 10 + twice the level of the spell slot you expend to cast the spell.
\nOn a successful check, you cast the spell as normal, using your spell save DC and spellcasting ability modifier. On a failed check, you cast a different spell from the one you intended. Randomly determine the spell you cast by rolling on the table for the level of the spell slot you expended. If the slot is 6th level or higher, roll on the table for 5th-level spells.
\nIf you try to cast a cantrip you don’t know, the DC for the Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check is 10, and on a failed check, there is no effect.
\nd6 | \nSpell | \n
---|---|
1 | \nburning hands | \n
2 | \nchaos bolt (see chapter 2) | \n
3 | \ncolor spray | \n
4 | \nfaerie fire | \n
5 | \nfog cloud | \n
6 | \nthunderwave | \n
d6 | \nSpell | \n
---|---|
1 | \nblur | \n
2 | \ngust of wind | \n
3 | \nheat metal | \n
4 | \nMelf’s acid arrow | \n
5 | \nscorching ray | \n
6 | \nshatter | \n
d6 | \nSpell | \n
---|---|
1 | \nfear | \n
2 | \nfeign death | \n
3 | \nfireball | \n
4 | \ngaseous form | \n
5 | \nsleet storm | \n
6 | \nstinking cloud | \n
d4 | \nSpell | \n
---|---|
1 | \nconfusion | \n
2 | \nconjure minor elementals | \n
3 | \nEvard’s black tentacles | \n
4 | \nice storm | \n
d4 | \nSpell | \n
---|---|
1 | \nanimate objects | \n
2 | \ncloudkill | \n
3 | \ncone of cold | \n
4 | \nflame strike | \n
This fist-sized chunk of amethyst is infused with an amethyst dragon’s ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws.
\nThe lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn.
\nFlight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover.
\nGravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.
\nReverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
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\nWhile holding the staff, you can use an action to expend 2 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: fortune’s favor (2 charges), pulse wave (3 charges), or gravity sinkhole (4 charges). See chapter 4 for descriptions of these spells.
\nNew Possibility. If you are holding the staff and fail a saving throw against a spell that targets only you, you can turn your failed save into a successful one. This property can’t be used again until the next dawn.
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
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\nSentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
\nPersonality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
\nThe war pick grants the following benefits in its dormant state:
\nWhen you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn.
\nDamage Type | \nArea | \nSaving Throw | \n
---|---|---|
Acid | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Cold | \n15 ft. cone | \nConstitution | \n
Fire | \n15 ft. cone | \nDexterity | \n
Lightning | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Poison | \n15 ft. cone | \nConstitution | \n
When the war pick reaches an awakened state, it gains the following properties:
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\nRandom Properties. This artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
Using a crowbar grants advantage to Strength checks where the crowbar's leverage can be applied.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":2,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":43,"originalName":"Crowbar","version":"3.2.7"}},"effects":[],"img":"icons/sundries/lights/candle-unlit-bone-white.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223980,"modifiedTime":1674385486340,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"ATR5KDkGm4MdOtIc"} {"_id":"AW4GsnUXv2WKKdaW","name":"Timepiece of Travel","type":"equipment","img":"icons/commodities/tech/watch.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":44,"pageNumber":221,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":705948,"originalName":"Timepiece of Travel","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While attuned to this device, you have a +1 bonus to Dexterity saving throws and you always know which way is north. Additionally, you can cast the longstrider spell on yourself at will.
\nTurn-by-Turn Directions. You can name any location within 10 miles of your current location that is known to at least one creature also within 10 miles of that location (including you). Once you name the location, a disembodied voice heard only by you provides directions to the location by the safest, most direct route. The voice knows to avoid natural hazards, so that it does not send you through trackless wilderness or into a lake. But it has no knowledge of or ability to help you avoid monsters, enemies, traps, locked doors, and the like.
\nThe timepiece is of no use for reaching locations that are wholly secret or not known to any creatures within range. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
\nGet Away From It All. As an action, you can cast the teleport spell. Once you use this feature of the timepiece of travel, it cannot be used again until the next dawn.
\nPart of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
","chat":"","unidentified":"Wondrous item"},"source":"Acquisitions Incorporated pg 221","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272612,"modifiedTime":1674385486342,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Barrel","type":"backpack","system":{"description":{"value":"A barrel can hold 40 gallons of liquid, or 4 cubic feet of solid material.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":70,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":2,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":22,"originalName":"Barrel","version":"3.2.7"}},"effects":[],"img":"icons/containers/barrels/barrel-walnut-steel-brown.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223861,"modifiedTime":1674385486344,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"AWQ2Zm2YxgVqlnQj"} {"_id":"AWp0lGYFTe20UGuL","name":"Failed Experiment Wand","type":"equipment","img":"icons/weapons/wands/wand-carved-stone-shard.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wand","filterType":"Wand","tags":["Damage","Combat"],"sources":[{"sourceId":44,"pageNumber":162,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":714206,"originalName":"Failed Experiment Wand","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While holding it, you can use an action to expend 1 or more of its charges to cast either a green-flamed fireball or a blue lightning bolt at random from it (save DC 15).
\nFor 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.
\nThis wand has 2 charges per day. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
\nCreated by a figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul— as it inevitably will.
\nLike all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
\nRandom Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nSpells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
\nEnduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.
\nTwist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:
\nWeal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
\nWoe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.
\nThe deck can be used in this way twice, and you regain all expended uses at the next dawn.
\nPrisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.
\nd100 | \nCard | \nSoul | \n
---|---|---|
1 | \nArtifact | \nFlameskull | \n
2 | \nBeast | \nWraith | \n
3 | \nBroken One | \nBanshee | \n
4 | \nDarklord | \nVampire | \n
5 | \nDonjon | \nMummy | \n
6 | \nExecutioner | \nDeath knight | \n
7 | \nGhost | \nGhost | \n
8 | \nHorseman | \nMummy lord | \n
9 | \nInnocent | \nGhost | \n
10 | \nMarionette | \nMummy | \n
11 | \nMists | \nWraith | \n
12 | \nRaven | \nVampire spawn | \n
13 | \nSeer | \nVampire | \n
14 | \nTempter | \nVampire spawn | \n
15-00 | \n— | \n— | \n
The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.
\nShuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba’s Tarroka of Souls ends, and you can’t attune to it again until after another creature uses Twist of Fate on you.
\nDestroying the Deck. Luba’s Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM’s design.
\n\n","chat":"Mother Luba and the Vistani
\nThe creator of the Tarokka of Souls, Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.
\nA halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience—ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
\nSome years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.
\n
Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
\nCreated by a figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul— as it inevitably will.
\nLike all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
\nRandom Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nSpells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
\nEnduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.
\nTwist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:
\nWeal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
\nWoe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.
\nThe deck can be used in this way twice, and you regain all expended uses at the next dawn.
\nPrisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.
\nd100 | \nCard | \nSoul | \n
---|---|---|
1 | \nArtifact | \nFlameskull | \n
2 | \nBeast | \nWraith | \n
3 | \nBroken One | \nBanshee | \n
4 | \nDarklord | \nVampire | \n
5 | \nDonjon | \nMummy | \n
6 | \nExecutioner | \nDeath knight | \n
7 | \nGhost | \nGhost | \n
8 | \nHorseman | \nMummy lord | \n
9 | \nInnocent | \nGhost | \n
10 | \nMarionette | \nMummy | \n
11 | \nMists | \nWraith | \n
12 | \nRaven | \nVampire spawn | \n
13 | \nSeer | \nVampire | \n
14 | \nTempter | \nVampire spawn | \n
15-00 | \n— | \n— | \n
The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.
\nShuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba’s Tarroka of Souls ends, and you can’t attune to it again until after another creature uses Twist of Fate on you.
\nDestroying the Deck. Luba’s Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM’s design.
\n\n","unidentified":"Wondrous item"},"source":"Tasha’s Cauldron of Everything pg 129","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272619,"modifiedTime":1674385486348,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"AXyabFi9iohjaOlQ","name":"Living Loot Satchel","type":"equipment","img":"icons/containers/bags/satchel-leather-silver-tan.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/6197/776/636950859221568564.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6197/777/636950859222974792.jpeg","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":44,"pageNumber":25,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Living-Loot-Satchel.jpeg","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":703697,"originalName":"Living Loot Satchel","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Mother Luba and the Vistani
\nThe creator of the Tarokka of Souls, Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.
\nA halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience—ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
\nSome years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.
\n
As a rank 2 hoardsperson, you are granted the use of a living loot satchel, which is an uncommon magic item. It functions as a bag of holding and is available in a variety of colors and styles.
\nClass | \nSatchel | \n
---|---|
Barbarian | \nBroad belt with a dozen hanging pockets | \n
Bard | \nLute case | \n
Cleric | \nHollowed-out holy tome | \n
Druid | \nMade from natural, organic, locally sourced woven fibers | \n
Fighter | \nA thick, battle-scarred iron lockbox | \n
Paladin | \nA metal case with fine engraving and scrollwork | \n
Ranger | \nA fur-lined bindle | \n
Rogue | \nA nondescript coin pouch | \n
Sorcerer | \nA battered leather satchel, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone} to spitting out multicolored sparks at the seams | \n
Warlock | \nA patchwork monster-leather satchel with a “purely decorative” fanged mouth. | \n
Wizard | \nA pocket dimension hidden up your sleeve or inside your hat | \n
The living loot satchel is a kind of magical being that safeguards the franchise’s funds and valuables. Its innards are connected to a secure coffer within Head Office’s vault in Waterdeep, to which the satchel periodically transfers the franchise’s wealth. As an action, you can transfer any amount of your franchise funds back to your satchel with a successful DC 15 Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Sleight of Hand}) check.
\nAs a rank 3 hoardsperson, your living loot satchel gets an upgrade to function as the replica chest used for the Leomund’s secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items—even items that wouldn’t normally fit in your satchel, but which fit within the chest. Thanks to Head Office striking deals you don’t want to know about with extraplanar creatures you really don’t want to know about, there is no chance for the spell to end.
\nAt rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15 Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Sleight of Hand}) check. On a success, you draw forth an item of your choice on the Adventuring Gear table in chapter 5 of the Player’s Handbook. The item must be of a size that can fit into your secret chest and be worth no more than 15 gp. Once you attempt to draw five items from your satchel, you cannot draw forth any more items until the next dawn.
\nAt rank 4, your living loot satchel receives another upgrade, becoming a very rare magic item. The secret chest accessed by your satchel now has the storage capacity of a portable hole—6 feet in diameter and 10 feet deep. As before, you can place any appropriately sized object into the portable-hole-sized chest, even if it wouldn’t normally fit into your satchel.
\nAlso at rank 4, when you use your That Thing You Need feature, you can requisition any item of up to 250 gp in value, as long as it would fit into the confines of your satchel’s portable hole.
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\nIn addition, you can speak the sword's command word 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.
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\nA signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
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\nThe crystal also glows with a purplish bright light in a 15-foot radius and dim light for an additional 15 feet while you are attuned to it.
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\nIf you blow the horn without having proficiency with all martial weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
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\nCurse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
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\nSentience. Murgaxor’s orb is a sentient, chaotic evil magic item with the following properties:
\nCurse. Any Humanoid you touch while holding the orb must succeed on a DC 10 Wisdom saving throw or become cursed. Each creature cursed by the orb bears an echo of Murgaxor’s hateful thoughts, and that creature suffers from headaches that are persistent but not debilitating until the curse ends. On your turn, the orb can use an action to produce one of the following effects, targeting one or more creatures it has cursed:
\nUnconsciousness. The cursed creature falls @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious} for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake.
\nVisions of Terror. The cursed creature sees terrifying visions, causing it to view all creatures that aren’t also cursed as dangerous monsters for 10 minutes. The cursed creature must use its action each round to make one attack against the nearest non-cursed creature. If the cursed creature has multiple possible targets, it attacks one at random. This effect ends if the cursed creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\nAfter either of these effects ends, the affected creature is no longer cursed. The curse can also be removed from a creature with a remove curse spell or similar magic. All cases of the curse end if Murgaxor’s orb is destroyed.
\nMagical Signature. As a side effect of the orb’s curse, the spell detect magic reveals an aura of enchantment surrounding creatures bearing the curse. This aura is distinctive, but in a way detect magic offers no further details about.
\nDestroying the Orb. Murgaxor’s orb has AC 18; 20 hit points; immunity to necrotic, poison, and psychic damage; and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters.
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\nA potion of mind control (humanoid) produces the effect of a dominate person. If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. (Against the Giants)
","unidentified":"Potion"},"source":"Against the Giants pg 229","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"turn"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272713,"modifiedTime":1674385486435,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"BJCroPqU7UUbQqLQ","name":"Vicious Mace","type":"weapon","img":"icons/weapons/maces/mace-round-spiked-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Mace","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":["20 on the Attack Roll"],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5199,"originalName":"Vicious Mace","pack":"dnd5e.items","originalItemName":"Vicious Mace","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
","chat":"","unidentified":"Mace"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":4,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"Roll Other damage: [2d6] 20 on the Attack Roll","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod","bludgeoning"]],"versatile":""},"formula":"2d6[additional]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"mace","properties":{"value":"","amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"lod":false,"mgc":true,"ada":false,"sil":false},"proficient":false,"attributes":{"spelldc":10},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272716,"modifiedTime":1674385486439,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"BMRyV6Zp4KZIqnK8","name":"Moon Sickle","type":"weapon","img":"icons/weapons/sickles/sickle-curved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Sickle","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":67,"pageNumber":133,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2405401,"originalName":"Moon Sickle","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a bonus to attack and damage rolls made with it, and you gain a bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. The bonus is determined by the weapon’s rarity. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
\nWhen you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","unidentified":"Warhammer"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod","bludgeoning"]],"versatile":"1d10[bludgeoning] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warhammer","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272722,"modifiedTime":1674385486444,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"BQ1SecB4GwebUus5","name":"Ring of Resistance","type":"equipment","img":"icons/equipment/finger/ring-bone-spiked-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ring","avatarUrl":"https://www.dndbeyond.com/avatars/19/139/636382339093715208.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/19/140/636382339094047219.jpeg","filterType":"Ring","tags":["Warding","Jewelry"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":192,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Ring-of-Resistance.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5420,"originalName":"Ring of Resistance","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
\nd10 | \nDamage Type | \nGem | \n
---|---|---|
1 | \nAcid | \nPearl | \n
2 | \nCold | \nTourmaline | \n
3 | \nFire | \nGarnet | \n
4 | \nForce | \nSapphire | \n
5 | \nLightning | \nCitrine | \n
6 | \nNecrotic | \nJet | \n
7 | \nPoison | \nAmethyst | \n
8 | \nPsychic | \nJade | \n
9 | \nRadiant | \nTopaz | \n
10 | \nThunder | \nSpinel | \n
","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook pg 192","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272725,"modifiedTime":1674385486447,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"BS9Z9I5KuX9cNIvQ","name":"Infernal Puzzle Box","type":"equipment","img":"icons/commodities/treasure/puzzle-cube.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":48,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":842254,"originalName":"Infernal Puzzle Box"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"
An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.
\nWhen an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box’s contents.
\nA creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
","chat":"An infernal puzzle box is a cube-shaped container 5 to 6 inches on a side, composed of airtight, interlocking parts made from materials found in the Nine Hells. Most of these boxes are made of infernal iron, though some are carved from bone or horn. Infernal puzzle boxes are used to safeguard diabolical contracts signed between devils and mortals, even after the terms of these contracts are fulfilled. An empty infernal puzzle box weighs 3 pounds regardless of the materials used to fashion it.
\nWhen an object small enough to fit inside an infernal puzzle box is placed in it, the container magically seals shut around the object, and no magic can force the box open. The sealed box becomes immune to all damage as well. Every infernal puzzle box is constructed with a unique means of opening it. The trick to solving the puzzle is always mundane, never magical. Once a creature figures out the trick or sequence of steps needed to open a particular infernal puzzle box, that creature can open the box as an action, allowing access to the box’s contents.
\nA creature that spends 1 hour holding an infernal puzzle box while trying to open it can make a DC 30 Intelligence (Investigation) check. If the check succeeds, the creature figures out the trick or sequence of steps needed to open the box. If the check fails by 5 or more, the creature must make a DC 18 Wisdom saving throw, taking 42 (12d6) psychic damage on a failed save, or half as much damage on a successful one.
","unidentified":"Wondrous item"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272727,"modifiedTime":1674385486449,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"BSjPYMmW6U6Fxbtq","name":"Efreeti Bottle","type":"equipment","img":"icons/equipment/neck/amulet-carved-stone-bottle.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/900/636381755364789016.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/202/636284730402003573.jpeg","filterType":"Wondrous item","tags":["Control","Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":167,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Efreeti-Bottle.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4629,"originalName":"Efreeti Bottle","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.
\nThe first time the bottle is opened, the GM rolls to determine what happens.
\nd100 | \nEffect | \n
---|---|
01-10 | \nThe efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | \n
11-90 | \nThe efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | \n
91-00 | \nThe efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | \n
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You have resistance to poison damage while you wear this armor.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
\nWhenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
\nWhile holding this tool, you gain a bonus to the spell attack rolls and the saving throw DCs of your artificer spells. The bonus is determined by the tool’s rarity.
\nAs an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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\nAn orb of thunder shielding — also called a Lamannian orb — provides a +1 bonus to saving throws against thunder damage.
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\nWhile attuned to these gloves, you are proficient with Tinker's Tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
","chat":"","unidentified":"Wondrous item"},"source":"Eberron: Rising from the Last War pg 278","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272852,"modifiedTime":1674385486562,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"CfiIBqUIfxsSyHIO","name":"Glamoured Studded Leather","type":"equipment","img":"icons/equipment/chest/breastplate-rivited-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":["Utility","Combat","Deception","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":172,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4645,"originalName":"Glamoured Studded Leather","pack":"dnd5e.items","originalItemName":"Glamoured Studded Leather","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
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\nArbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
\nBond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.
\nGift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:
\nWhenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
","chat":"This wooden gavel is small by giant reckoning but nearly the size of a warhammer in human hands. The venn (friend) rune is inscribed in mithral in the base of the haft. Among giants, this item is used as part of rituals to resolve disputes. The gavel has the following properties.
\nArbiter’s Shield. At the start of every combat, attack rolls against you have disadvantage before the start of your first turn, provided that the gavel is on your person.
\nBond of Amity. As an action, you can use the gavel to strike a point on a hard surface. The first time in the next minute that a creature within 60 feet of that point deals damage to another creature with an attack that hits, the attacker takes psychic damage equal to half the damage it dealt to the target. Once you use this property, you can’t use it again until you finish a long rest.
\nGift of Truth. You can transfer the gavel’s magic to a place by tracing the venn rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 30-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the gavel to be within 5 feet of you. At the end, the gavel is destroyed, and the area gains the following property:
\nWhenever a creature utters a lie while within the 30-foot-radius sphere, that creature takes 5 psychic damage and flinches visibly.
","unidentified":"Wondrous item"},"source":"Storm King's Thunder","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272857,"modifiedTime":1674385486567,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Ch42VQUfanWa3RTa","name":"Barrier Tattoo (Very Rare)","type":"equipment","img":"icons/environment/traps/spiked-wall.webp","effects":[{"label":"AC: Barrier Tattoo (Very Rare)","icon":"icons/environment/traps/spiked-wall.webp","changes":[{"key":"system.attributes.ac.value","value":"10 + 8","mode":4,"priority":15}],"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"disabled":false,"flags":{"dae":{"transfer":true,"stackable":"none"},"ddbimporter":{"disabled":false,"itemId":0,"itemEntityTypeId":0},"midi-qol":{"forceCEOff":true}},"_id":"JnaemqSl2mIJb2l1","origin":null}],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":122,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2412047,"originalName":"Barrier Tattoo (Very Rare)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"dae":{"alwaysActive":false,"activeEquipped":true},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nProtection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.
","chat":"","unidentified":"Wondrous item"},"source":"Tasha’s Cauldron of Everything pg 122","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272860,"modifiedTime":1674385486570,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Bagpipes","type":"tool","system":{"description":{"value":"If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use bagpipes as a spellcasting focus.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":6,"price":30,"attunement":0,"equipped":false,"rarity":"","identified":true,"toolType":"music","baseItem":"bagpipes","ability":["con"],"chatFlavor":"","proficient":0,"bonus":"","uses":{"value":0,"max":0,"per":null}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Instrument"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":127,"originalName":"Bagpipes","version":"3.2.7"}},"effects":[],"img":"icons/tools/instruments/chimes-wood-brown.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224482,"modifiedTime":1674385486572,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"ChoNd1nYL6DlQh5r"} {"_id":"ChpofjppiH5fQRRG","name":"Cauldron of Plenty","type":"equipment","img":"icons/tools/laboratory/cauldron-filled-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility","Container"],"sources":[{"sourceId":66,"pageNumber":314,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2188378,"originalName":"Cauldron of Plenty"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
\nIf water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
\nThe cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
","chat":"This cauldron is made of thick copper that has turned green with age. It is 4 feet wide, has a mouth 3½ feet in diameter, weighs 50 pounds, and can hold up to 30 gallons of liquid. Embossed on its bulging sides are images of satyrs and nymphs in repose, holding ladles. The cauldron comes with a lid and has side handles. It sits on five little clawed feet that keep it from tipping.
\nIf water is poured into the cauldron and stirred for 1 minute, it transforms into a hearty, hot stew, which can provide one nourishing meal for up to four people per gallon. The stew remains hot while in the cauldron, then cools naturally after it is removed. The outside of the cauldron remains safe to touch despite the heat of the stew.
\nThe cauldron can create stew three times. It then ceases to function until the next dawn, when it regains all its uses.
","unidentified":"Wondrous item"},"source":"Icewind Dale: Rime of the Frostmaiden pg 314","quantity":1,"weight":50,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272865,"modifiedTime":1674385486574,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Alexandrite","type":"loot","system":{"description":{"value":"A transparent dark green gemstone worth 500 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":500,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":500,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":284,"originalName":"Alexandrite","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-rough-tapered-purple.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230272,"modifiedTime":1674385486577,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"ChvKlWLnGPLRyrcG"} {"_id":"Cieyg3NLjoBX3PR7","name":"Tome of Leadership and Influence","type":"equipment","img":"icons/sundries/books/book-embossed-jewel-silver-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/168/636382345161464568.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/452/636284778147745819.jpeg","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":208,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Tome-of-Leadership-and-Influence.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4782,"originalName":"Tome of Leadership and Influence","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 208","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272871,"modifiedTime":1674385486579,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Cii2vaisRttGvGiV","name":"Azuredge","type":"weapon","img":"icons/weapons/axes/axe-double-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Battleaxe","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":35,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":253562,"originalName":"Azuredge"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical","1":"Against a fiend or an undead"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the weapon is searching for a new owner.
\nAzuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell’s barrier of magical force.
\nWhen you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target.
\nHurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.
\nIllumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
\nSentience. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.
\nPersonality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city’s defense. The weapon is patient and takes its time finding its ideal wielder.
\nIf someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time.
","chat":"Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon (see appendix B), but the weapon is searching for a new owner.
\nAzuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence.
\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell’s barrier of magical force.
\nWhen you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target.
\nHurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn.
\nIllumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet.
\nSentience. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it.
\nPersonality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city’s defense. The weapon is patient and takes its time finding its ideal wielder.
\nIf someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can’t be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time.
","unidentified":"Battleaxe"},"source":"Waterdeep: Dragon Heist","quantity":1,"weight":4,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod + 3","slashing"],["2d6[radiant - Against a fiend or an undead]","radiant"]],"versatile":"1d10[slashing] + 3 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"battleaxe","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272873,"modifiedTime":1674385486581,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Ck2mEwKr7VsRmQnk","name":"Dragon’s Wrath Weapon (Ascendant)","type":"weapon","img":"ddb-images/other/item-Weapon.jpg","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":81,"pageNumber":25,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047213,"originalName":"Dragon’s Wrath Weapon (Ascendant)"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical","1":"On a hit, the weapon deals an extra damage of the type dealt by the dragon’s breath weapon. (Ascendant)"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
\nThe cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
","chat":"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
\nThe cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
","unidentified":"Longsword"},"source":"Fizban's Treasury of Dragons pg 25","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod + 3","slashing"],["3d6[additional - On a hit, the weapon deals an extra damage of the type dealt by the dragon’s breath weapon. (Ascendant)]","additional"]],"versatile":"1d10[slashing] + 3 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272876,"modifiedTime":1674385486584,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"ClyG1sShARtYMt13","name":"Flail, +1","type":"weapon","img":"icons/weapons/maces/flail-cube-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Flail","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5227,"originalName":"Flail, +1","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +1 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Flail"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod + 1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"flail","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272879,"modifiedTime":1674385486587,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"CoTxFUD8Io1ZGAWy","name":"Amulet of Protection from Turning","type":"equipment","img":"icons/equipment/neck/amulet-carved-runed-othila-fehu-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff","Warding"],"sources":[{"sourceId":18,"pageNumber":228,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":9288,"originalName":"Amulet of Protection from Turning"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
\nIf you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
\nEach time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
","chat":"While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that turn undead.
\nIf you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge daily at dawn.
\nEach time an effect that turns undead is used against you, the amulet glows with silvery blue light for a few seconds.
","unidentified":"Wondrous item"},"source":"The Hidden Shrine of Tamoachan pg 228","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272882,"modifiedTime":1674385486590,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Cqu1vDJEb3kLagXB","name":"Feather Token (Whip)","type":"equipment","img":"icons/commodities/treasure/token-brass-round.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Damage","Utility","Combat","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4894,"originalName":"Feather Token (Whip)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This tiny object looks like a feather.
\nYou can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or die.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272885,"modifiedTime":1674385486593,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Cs1ynHRw0AmJSbMo","name":"Crystal Shortsword","type":"weapon","img":"icons/commodities/gems/gem-rough-cushion-purple-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Shortsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":81,"pageNumber":22,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047189,"originalName":"Crystal Shortsword","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
\nThe sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
\nWhile you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
","chat":"","unidentified":"Shortsword"},"source":"Fizban's Treasury of Dragons pg 22","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod","piercing"],["1d8[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272888,"modifiedTime":1674385486596,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Cu5KrbzmqcHZzPsY","name":"Dyrrn’s Tentacle Whip","type":"weapon","img":"icons/weapons/misc/whip-red-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Whip","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":49,"pageNumber":276,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1000370,"originalName":"Dyrrn’s Tentacle Whip"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.
\nYou gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
\nAs a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
\nSymbiotic Nature. The whip can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
","chat":"This long, whip-like strand of tough muscle bears a sharp stinger at one end. To attune to this symbiotic weapon, you wrap the whip around your wrist for the entire attunement period, during which time the whip painfully embeds its tendrils into your arm.
\nYou gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is stunned until the end of its next turn.
\nAs a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
\nSymbiotic Nature. The whip can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
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\nSentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.
\nThe mace grants the following benefits in its dormant state:
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\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You have a +3 bonus to AC while wearing this armor.
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\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.
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\nIf you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.
\nWhile attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
\nVecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","cost":5,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":57,"originalName":"Lantern, Hooded","version":"3.2.7"}},"effects":[],"img":"icons/sundries/lights/lantern-steel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224083,"modifiedTime":1674385486611,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"D1JIj5ofUYr98f5X"} {"_id":"D1zqpuimKMO6d3YQ","name":"Tan Bag of Tricks","type":"equipment","img":"ddb-images/other/item-Wondrous-item.jpg","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Summoning","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2965342,"originalName":"Tan Bag of Tricks","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}.
\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
\n\n
Tan Bag of Tricks
\nd8 | \nCreature | \n
1 | \nJackal | \n
2 | \nApe | \n
3 | \nBaboon | \n
4 | \nAxe beak | \n
5 | \nBlack bear | \n
6 | \nGiant weasel | \n
7 | \nGiant hyena | \n
8 | \nTiger | \n
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0.5,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385272907,"modifiedTime":1674385486613,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"D2EAK0tGwzqERs9l","name":"Rust Bag of Tricks","type":"equipment","img":"icons/containers/bags/sack-leather-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Summoning","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2965341,"originalName":"Rust Bag of Tricks","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"
This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.
\nYou can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monsters Listing for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}.
\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
\nRust Bag of Tricks
\nd8 | \nCreature | \n
1 | \nRat | \n
2 | \nOwl | \n
3 | \nMastiff | \n
4 | \nGoat | \n
5 | \nGiant goat | \n
6 | \nGiant boar | \n
7 | \nLion | \n
8 | \nBrown bear | \n
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A tambourine, a popular instrument with halflings and humans south of the Dalelands.
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\nThe sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
\nThe sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
\nIf you attempt to control a sphere that is under another creature's control, you make an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check contested by the other creature's Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check. The winner of the contest gains control of the sphere and can levitate it as normal.
\nIf the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.
d100 | \nResult | \n
---|---|
01-50 | \nThe sphere is destroyed. | \n
51-85 | \nThe sphere moves through the portal or into the extradimensional space. | \n
86-00 | \nA spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | \n
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\nThe professor orb owned by Vellynne Harpell and stolen by Nass Lantomir calls itself Professor Skant. It is lawful good, and it has a Wisdom of 11 and a Charisma of 9. It speaks and reads Common, Draconic, Elvish, and Loross (the dead language of the Empire of Netheril). Professor Skant is a chatterbox and assumes all humanoids are dunderheads. When elaborating on its areas of expertise, it adopts an unintentionally patronizing tone. It has the following four areas of expertise:
\nYou have resistance to radiant damage while you wear this armor.
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\nRoll a d4 and consult the Outer Essence Shards table to determine the shard’s essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
\nd4 | \nProperty | \n
---|---|
1 | \nLawful. You can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{deafened}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}, or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned}. | \n
2 | \nChaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn. | \n
3 | \nGood. You or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points. | \n
4 | \nEvil. Choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage. | \n
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
\nIf you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). An orb of fire shielding - also called a Fernian basalt orb - reduces any fire damage you take by 1d4.
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\nWhen the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
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\nThis +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties:
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A waterskin can hold 4 pints of liquid.
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\nThe creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}.
\nOnce three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
\nd8 | \nCreature | \n
---|---|
1 | \nWeasel | \n
2 | \nGiant rat | \n
3 | \nBadger | \n
4 | \nBoar | \n
5 | \nPanther | \n
6 | \nGiant badger | \n
7 | \nDire wolf | \n
8 | \nGiant elk | \n
d8 | \nCreature | \n
---|---|
1 | \nRat | \n
2 | \nOwl | \n
3 | \nMastiff | \n
4 | \nGoat | \n
5 | \nGiant goat | \n
6 | \nGiant boar | \n
7 | \nLion | \n
8 | \nBrown bear | \n
d8 | \nCreature | \n
---|---|
1 | \nJackal | \n
2 | \nApe | \n
3 | \nBaboon | \n
4 | \nAxe beak | \n
5 | \nBlack bear | \n
6 | \nGiant weasel | \n
7 | \nGiant hyena | \n
8 | \nTiger | \n
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nWhile holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
\nAs an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe ruby spell gem is a legendary item and can store up to a 8th level spell. The stored spell's saving throw DC is 18 and has a +10 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe ruby spell gem is a legendary item and can store up to a 8th level spell. The stored spell's saving throw DC is 18 and has a +10 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nThe mortar has 4 charges for the following properties. It regains 1d4 expended charges daily at dawn.
\nMolten Spray. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. Each creature in the area must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
\nMizzium Bombard. You can expend 3 charges as an action to launch a hail of molten projectiles in a 20-foot-radius, 40-foot-high cylinder centered on a point you can see within 60 feet of you. Each creature in the area must make a DC 15 Dexterity saving throw. A creature takes 5d8 fire damage on a failed save, or half as much damage on a successful one.
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\nDamage Resistance. While the tattoo is on your skin, you have resistance to radiant damage.
\nDamage Absorption. When you take radiant damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
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\nWhile attuned to Snicker-Snack, you have proficiency with greatswords, and you can use your Charisma modifier instead of your Strength modifier for attack and damage rolls made with the weapon.
\nSentience. Snicker-Snack is a sentient, chaotic good greatsword with an Intelligence of 9, a Wisdom of 14, and a Charisma of 18. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet. It can speak, read, and understand Common, and its voice sounds silvery and melodic. Snicker-Snack craves the destruction of evil Dragons and urges you to seek out these creatures and slay them.
\nSnicker-Snack has a fickle personality. It ends its attunement to you if you miss on attack rolls with the weapon three times in a row. Each time you finish a long rest after that happens, you can attempt to regain the sword’s trust by making a contested Charisma check against Snicker-Snack. If you win the contest, your attunement to the weapon is instantly restored. Your attunement to the weapon can’t be restored in any other way.
A translucent white gemstone with a pale blue glow worth 50 gold pieces.
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\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 slashing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.
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\nWhile attuned to these gloves, you are proficient with Potter's Tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nFour sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly.
\nSize | \nCapacity | \nFlying Speed | \n
---|---|---|
3 ft. x 5 ft. | \n200 lb. | \n80 feet | \n
4 ft. x 6 ft. | \n400 lb. | \n60 feet | \n
5 ft. x 7 ft. | \n600 lb. | \n40 feet | \n
6 ft. x 9 ft. | \n800 lb. | \n30 feet | \n
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
This diamond contains the blood of a creature — blood that appears in the form of the blod (blood) rune. While the item is on your person, you can use your action to divine the location of the creature nearest to you that is related to the blood in the item and that isn’t undead. You sense the distance and direction of the creature relative to your location. The creature is either the one whose blood is in the item or a blood relative.
\nThis item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
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\nThis item is made from a large diamond worth at least 5,000 gp. When the blood of a creature is poured onto it during the creation process, the blood seeps into the heart of the gem. If the gem is destroyed, the blood evaporates and is gone forever. A vengeful being might use a blod stone to hunt down an entire bloodline. Such stones are sometimes given as gifts to siblings or handed down from parent to child.
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\nYou can use this magical kit as long as it is on your person, with no need to draw or stow it. If you are ever searched, finding your travel alchemical kit requires a successful DC 20 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) or Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) check.
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\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
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\nA signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
","chat":"","unidentified":"Ring"},"source":"Guildmasters' Guide to Ravnica","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280482,"modifiedTime":1674385488477,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Masque Charm","type":"equipment","system":{"description":{"value":"A masque charm is a small silver pin. While wearing this charm, you can use an action to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast, it can’t be cast from the charm again until the next sunset. When casting the spell, you can have the spell last for its normal 1 hour duration or for 6 hours. If you choose the 6-hour duration, the charm becomes nonmagical when the spell ends. In either case, the spell ends if the charm is removed from you.
","chat":"","unidentified":"Wondrous item"},"source":"Strixhaven: A Curriculum of Chaos pg 127","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2,"tags":[],"sources":[{"sourceId":80,"pageNumber":127,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4239819,"originalName":"Masque Charm","version":"3.2.7"}},"effects":[],"img":"ddb-images/other/item-Wondrous-item.jpg","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223653,"modifiedTime":1674385488480,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"FZeM3FD6frL5SnxL"} {"_id":"Fa5otwMRHBa9gtj9","name":"Robe of Stars","type":"equipment","img":"icons/magic/water/orb-ice-web.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/233/636382366195603799.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/380/636284763972311694.jpeg","filterType":"Wondrous item","tags":["Teleportation","Damage","Combat","Warding","Outerwear"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":194,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Robe-of-Stars.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4741,"originalName":"Robe of Stars","pack":"dnd5e.items","originalItemName":"Robe of Stars","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true,true],"altValue":[true,true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
\nSix stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
\nWhile you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
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\nAttunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:
\nAngelic Language. You can speak, read, and write Celestial.
\nCelestial Resistance. You have resistance to necrotic and radiant damage.
\nDivine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
\nFeathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
\nTruesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
\nNew Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
\nPersonality Traits
\nD8 | \nPERSONALITY TRAIT | \n
---|---|
1 | \nI treat all beings, even enemies, with respect. | \n
2 | \nI won’t tell a lie. | \n
3 | \nI enjoy sharing my philosophical worldview and experiences with others. | \n
4 | \nI cut right to the chase in every conversation. | \n
5 | \nI often quote (or misquote) religious texts. | \n
6 | \nI anger quickly when I witness cruelty or injustice. | \n
7 | \nMy praise and trust are earned and never given freely. | \n
8 | \nI like everything clean and organized. | \n
Ideals
\nD6 | \nIDEAL | \n
---|---|
1 | \nCharity. I always help those in need. (Good) | \n
2 | \nFaith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful) | \n
3 | \nResponsibility. It is the duty of the strong to protect the weak. (Lawful) | \n
4 | \nRespect. All people deserve to be treated with dignity. (Good) | \n
5 | \nHonor. The way I conduct myself determines my reward in the afterlife. (Lawful) | \n
6 | \nRedemption. All creatures are capable of change for the better. (Good) | \n
Bonds
\nD6 | \nBOND | \n
---|---|
1 | \nI have a favorite religious hymn that I constantly hum. | \n
2 | \nI must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. | \n
3 | \nI have cherished memories of Idyllglen, though I’ve only seen this bucolic town in dreams. | \n
4 | \nI would die for those who fight beside me, regardless of their faults. | \n
5 | \nI seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. | \n
6 | \nThe Sword of Zariel has chosen me. I shall not fail to wield it justly. | \n
Flaws
\nD6 | \nFLAW | \n
---|---|
1 | \nI am too quick to judge others. | \n
2 | \nI offer forgiveness too readily. | \n
3 | \nI will sacrifice innocent lives for the greater good. | \n
4 | \nFlaw? What flaw? I am flawless. Utter perfection! | \n
5 | \nI allow nothing to stand in the way of my crusade to eradicate evil from the multiverse. | \n
6 | \nI ignore those who do not support my plans, for my calling is higher than all others. | \n
Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of bright light.
\nAs a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
\nRandom Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
\nSearing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
\nSentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.
\nThe sword communicates by transmitting emotion to the creature carrying or wielding it.
\nTruth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.
\nDestroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.
\nIf Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.
","chat":"This longsword belonged to the angel Zariel before her fall from grace. Fashioned from celestial steel, it gives off a faint glow and hum. The weapon chooses who can attune to it and who can’t. It desires a wielder who embodies bravery and heroism.
\nAttunement. The sword allows you to attune to it immediately, without having to take a short rest. The first time you attune to the sword, you are transformed into a heavenly, idealized version of yourself, blessed with otherworldly beauty and a touch of heaven in your heart. Neither magic nor divine intervention can reverse this transformation. Your alignment becomes lawful good, and you gain the following traits:
\nAngelic Language. You can speak, read, and write Celestial.
\nCelestial Resistance. You have resistance to necrotic and radiant damage.
\nDivine Presence. Your Charisma score becomes 20, unless it is already 20 or higher.
\nFeathered Wings. You sprout a beautiful pair of feathered wings that grant you a flying speed of 90 feet and the ability to hover. If you already have a different kind of wings, these new wings replace the old ones, which fall off.
\nTruesight. Your eyes become luminous pools of silver. You can see in normal and magical darkness, see invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, perceive the original form of a shapechanger or a creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
\nNew Personality. You gain new personality traits, determined by rolling once on each of the following tables. These traits override any conflicting personality trait, ideal, bond, or flaw.
\nPersonality Traits
\nD8 | \nPERSONALITY TRAIT | \n
---|---|
1 | \nI treat all beings, even enemies, with respect. | \n
2 | \nI won’t tell a lie. | \n
3 | \nI enjoy sharing my philosophical worldview and experiences with others. | \n
4 | \nI cut right to the chase in every conversation. | \n
5 | \nI often quote (or misquote) religious texts. | \n
6 | \nI anger quickly when I witness cruelty or injustice. | \n
7 | \nMy praise and trust are earned and never given freely. | \n
8 | \nI like everything clean and organized. | \n
Ideals
\nD6 | \nIDEAL | \n
---|---|
1 | \nCharity. I always help those in need. (Good) | \n
2 | \nFaith. I choose to follow the tenets of a particular lawful good deity to the letter. (Lawful) | \n
3 | \nResponsibility. It is the duty of the strong to protect the weak. (Lawful) | \n
4 | \nRespect. All people deserve to be treated with dignity. (Good) | \n
5 | \nHonor. The way I conduct myself determines my reward in the afterlife. (Lawful) | \n
6 | \nRedemption. All creatures are capable of change for the better. (Good) | \n
Bonds
\nD6 | \nBOND | \n
---|---|
1 | \nI have a favorite religious hymn that I constantly hum. | \n
2 | \nI must keep a written record of my beliefs and the sins that I witness. When finished, this book will be my gift to the multiverse. | \n
3 | \nI have cherished memories of Idyllglen, though I’ve only seen this bucolic town in dreams. | \n
4 | \nI would die for those who fight beside me, regardless of their faults. | \n
5 | \nI seek to honor the angel Zariel by destroying fiends and other evildoers wherever I find them. | \n
6 | \nThe Sword of Zariel has chosen me. I shall not fail to wield it justly. | \n
Flaws
\nD6 | \nFLAW | \n
---|---|
1 | \nI am too quick to judge others. | \n
2 | \nI offer forgiveness too readily. | \n
3 | \nI will sacrifice innocent lives for the greater good. | \n
4 | \nFlaw? What flaw? I am flawless. Utter perfection! | \n
5 | \nI allow nothing to stand in the way of my crusade to eradicate evil from the multiverse. | \n
6 | \nI ignore those who do not support my plans, for my calling is higher than all others. | \n
Holy Light. The sword sheds bright light in a 5-foot radius and dim light for an additional 5 feet. Fiends find the sword’s light disconcerting and painful, even if they can’t see it, and have disadvantage on attack rolls made within the weapon’s radius of bright light.
\nAs a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot radius and dim light for an additional 15 feet, or reduce its glow to its normal intensity.
\nRandom Properties. The sword has 2 minor beneficial properties, each determined by rolling on the Minor Beneficial Properties table in chapter 7 of the Dungeon Master’s Guide.
\nSearing Radiance. The sword deals an extra 9 (2d8) radiant damage to any creature it hits, or 16 (3d10) radiant damage if you’re wielding the weapon with two hands. An evil creature that takes this radiant damage must succeed on a DC 17 Constitution saving throw or be blinded until the end of its next turn.
\nSentience. The Sword of Zariel is a sentient, lawful good item with an Intelligence of 10, a Wisdom of 20, and a Charisma of 18. It has hearing and normal vision out to a range of 30 feet.
\nThe sword communicates by transmitting emotion to the creature carrying or wielding it.
\nTruth Seer. While holding the sword, you gain advantage on all Wisdom (Insight) checks.
\nDestroying the Sword. Zariel can destroy the sword simply by grasping it. She couldn’t bring herself to do so when she was an angel, but as an archdevil she has no compunction about ridding the multiverse of the weapon. The sword is also destroyed if it’s used to shatter the Companion (see “Shattering the Companion”), unless the blade is wielded by an angel of challenge rating 15 or higher, or a good-aligned cleric or paladin of at least 10th level.
\nIf Zariel is killed for good (that is, if she dies in the Nine Hells), the sword becomes no harder to destroy than a normal longsword.
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\nYou can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Handaxe"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[slashing] + @mod + 1","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"handaxe","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280539,"modifiedTime":1674385488512,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"FqSoIQFuyOiMSHRW","name":"Robe of Eyes","type":"equipment","img":"icons/magic/perception/eye-tendrils-web-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/232/636382366097622349.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/378/636284763771366253.jpeg","filterType":"Wondrous item","tags":["Detection","Outerwear"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":193,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Robe-of-Eyes.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4739,"originalName":"Robe of Eyes","pack":"dnd5e.items","originalItemName":"Robe of Eyes","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
\nThe 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.
\nA light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 193","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280542,"modifiedTime":1674385488515,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"FqZOMA0VpqZFlyqe","name":"Staff of the Magi","type":"weapon","img":"icons/weapons/staves/staff-ornate.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Staff","avatarUrl":"https://www.dndbeyond.com/avatars/19/260/636382374556930595.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/422/636284770290048212.jpeg","filterType":"Staff","tags":["Damage","Control","Detection","Combat","Deception","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":203,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Staff-of-the-Magi.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4767,"originalName":"Staff of the Magi","pack":"dnd5e.items","originalItemName":"Staff of the Magi","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
\nThe staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
\nSpell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
\nSpells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
\nYou can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
\nRetributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | \nDamage | \n
---|---|
10 ft. away or closer | \n8 x the number of charges in the staff | \n
11 to 20 ft. away | \n6 x the number of charges in the staff | \n
21 to 30 ft. away | \n4 x the number of charges in the staff | \n
Includes a backpack, a book of lore, a bottle of ink, an ink pen, 10 sheets of parchment, a little bag of sand, and a small knife.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":10,"price":40,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":40,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Equipment Pack","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":true,"levelInfusionGranted":null,"tags":["Social","Utility","Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":101,"originalName":"Scholar's Pack","version":"3.2.7"}},"effects":[],"img":"icons/containers/bags/pack-engraved-leather-blue.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224338,"modifiedTime":1674385488521,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"Fsqa3dkrkLV7gyOj"} {"name":"Blunderbuss (Exandria)","type":"weapon","system":{"description":{"value":"Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAmmunition
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\n\n","chat":"","unidentified":"Blunderbuss (Exandria)"},"source":"Critical Role","quantity":1,"weight":10,"price":300,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":15,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"blunderbuss(exandria)","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":true,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Blunderbuss (Exandria)","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":55,"originalName":"Blunderbuss (Exandria)","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/guns/gun-blunderbuss-bronze.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230989,"modifiedTime":1674385488523,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"FyRCD2PdTGyeSaOn"} {"_id":"G0IBJx84EmAA2oCf","name":"Living Gloves, Flute","type":"equipment","img":"icons/equipment/hand/glove-simple-leather-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":49,"pageNumber":278,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1085847,"originalName":"Living Gloves, Flute","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"THIS IS UNOFFICIAL MATERIAL
\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with the Flute and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
","chat":"","unidentified":"Wondrous item"},"source":"Eberron: Rising from the Last War pg 278","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280555,"modifiedTime":1674385488526,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Amber","type":"loot","system":{"description":{"value":"A transparent watery gold to rich gold gemstone worth 100 gold pieces.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":100,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":100,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":247,"originalName":"Amber","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-amber-insect-orange.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230057,"modifiedTime":1674385488528,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"G2zLLd61DXHKdZJi"} {"_id":"G6eIe3mkp1pvYE1i","name":"Deck of Many Things","type":"equipment","img":"icons/sundries/misc/admission-ticket-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/9/209/636325420265876226.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9/210/636325420266813733.png","filterType":"Wondrous item","tags":["Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":162,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Deck-of-Many-Things.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4617,"originalName":"Deck of Many Things","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
\nBefore you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
\nOnce a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
\nPlaying Card | \nCard | \n
---|---|
Ace of diamonds | \nVizier* | \n
King of diamonds | \nSun | \n
Queen of diamonds | \nMoon | \n
Jack of diamonds | \nStar | \n
Two of diamonds | \nComet* | \n
Ace of hearts | \nThe Fates* | \n
King of hearts | \nThrone | \n
Queen of hearts | \nKey | \n
Jack of hearts | \nKnight | \n
Two of hearts | \nGem* | \n
Ace of clubs | \nTalons* | \n
King of clubs | \nThe Void | \n
Queen of clubs | \nFlames | \n
Jack of clubs | \nSkull | \n
Two of clubs | \nIdiot* | \n
Ace of spades | \nDonjon* | \n
King of spades | \nRuin | \n
Queen of spades | \nEuryale | \n
Jack of spades | \nRogue | \n
Two of spades | \nBalance* | \n
Joker (with TM) | \nFool* | \n
Joker (without TM) | \nJester | \n
* Found only in a deck with twenty-two cards
Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
\nComet. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
\nDonjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
\nEuryale. The card's medusa-like visage curses you. You take a −2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
\nThe Fates. Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
\nFlames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
\nFool. You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
\nGem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
\nIdiot. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
\nJester. You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
\nKey. A rare or rarer magic weapon with which you are proficient appears in your hands. The GM chooses the weapon.
\nKnight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
\nMoon. You are granted the ability to cast the wish spell 1d3 times.
\nRogue. A nonplayer character of the GM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
\nRuin. All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
\nSkull. You summon an avatar of death--a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
\nMedium undead, neutral evil
\nArmor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)
STR | \nDEX | \nCON | \nINT | \nWIS | \nCHA | \n
---|---|---|---|---|---|
16 (+3) | \n16 (+3) | \n16 (+3) | \n16 (+3) | \n16 (+3) | \n16 (+3) | \n
Damage Immunities necrotic, poison
\nCondition Immunities charmed, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{petrified}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}, @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{unconscious}
\nSenses darkvision 60 ft., @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight} 60 ft., passive @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception} 13
\nLanguages all languages known to its summoner
\nChallenge -- (0 XP)
\nIncorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Turning Immunity. The avatar is immune to features that turn undead.
Reaping Scythe. The avatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage.
Star. Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
\nSun. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands.
\nTalons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
\nThrone. You gain proficiency in the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion} skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
\nVizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
\nThe Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 162","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280573,"modifiedTime":1674385488530,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"G7VRHTOpC3q3npps","name":"Blade of Avernus","type":"weapon","img":"icons/weapons/swords/sword-guard-serrated.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":48,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":842440,"originalName":"Blade of Avernus"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"Magic Weapon. The Blade of Avernus is a magic weapon that functions as a vorpal sword.
\nRandom Properties. The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master’s Guide:
\nRuler of Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.
\nInfernal Recall. As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.
\nDestroying the Sword. The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
","chat":"Magic Weapon. The Blade of Avernus is a magic weapon that functions as a vorpal sword.
\nRandom Properties. The sword has the following randomly determined properties, as described in chapter 7 of the Dungeon Master’s Guide:
\nRuler of Avernus. As an action, you can point this sword at one devil you can see within 60 feet of you. That devil must succeed on a DC 22 Charisma saving throw or be charmed by you for 1 hour. While charmed in this way, the devil follows your orders to the best of its ability. If you command the devil to do something it perceives as suicidal, the effect ends and you can no longer use this power of the sword against that devil.
\nInfernal Recall. As an action, you can use the sword to cast word of recall. Creatures transported by this spell appear in an unoccupied space within 30 feet of the current ruler of Avernus, or a sanctuary you designate if you rule Avernus.
\nDestroying the Sword. The sword can be destroyed by casting it into the River Styx or melting it down in the forge that created it.
","unidentified":"Longsword"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod + 3","slashing"]],"versatile":"1d10[slashing] + 3 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280577,"modifiedTime":1674385488533,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Prismari Primer","type":"equipment","system":{"description":{"value":"The Prismari Primer is a magic textbook created at Strixhaven’s Prismari College. The primer has 3 charges, and it regains 1d3 expended charges daily at dawn. If you make a Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) or a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance}) check while holding the primer, you can expend 1 charge to give yourself a 1d4 bonus to the check, immediately after you roll the d20.
\nIn addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
This prosthetic appendage was developed by artificers of House Cannith. To attune to this item, you must attach it to your arm at the wrist, elbow, or shoulder, at which point the prosthetic magically forms a copy of the appendage it’s replacing.
\nWhile attached, the prosthetic provides these benefits:
\nThe amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
\nEvery shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created.
\nA shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
\nA shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
\nA humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet’s attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence (Arcana) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other.
","chat":"The amulet is a 4-inch-wide disk composed of silver-framed wood, with a rune carved into its face. A detect magic spell reveals a magical aura of enchantment around the amulet.
\nEvery shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created.
\nA shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
\nA shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
\nA humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet’s attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence (Arcana) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other.
","unidentified":"Wondrous item"},"source":"Icewind Dale: Rime of the Frostmaiden pg 149","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280592,"modifiedTime":1674385488541,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GCPiqWYRiwuxpoep","name":"Hellfire Weapon","type":"consumable","img":"icons/weapons/swords/scimitar-guard-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ammunition","avatarUrl":"https://www.dndbeyond.com/avatars/6757/98/637006874325291638.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6757/99/637006874326629925.jpeg","filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":48,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Hellfire-Weapon.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":842365,"originalName":"Hellfire Weapon"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","unidentified":"Ammunition"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280606,"modifiedTime":1674385488544,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GDP7TOmaGykRArvv","name":"Armor of Lightning Resistance, Padded","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9332/956/637206572907332259.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9332/957/637206572911629110.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Lightning-Resistance-Padded.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5018,"originalName":"Armor of Lightning Resistance, Padded","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to lightning damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":8,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":11,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"padded","speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280610,"modifiedTime":1674385488547,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Torpor (Ingested)","type":"consumable","system":{"description":{"value":"A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 4d6 hours. The @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
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\nSentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
\nPersonality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
\nThe dagger grants the following benefits in its dormant state:
\nWhen the dagger reaches an awakened state, it gains the following properties:
\n\nARTIFACT PROPERTIES
\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\nSee \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information.
\n
This dark spider-silk cloak is made by drow. It is a cloak of elvenkind. It loses its magic if exposed to sunlight for 1 hour without interruption.
\nWhile you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
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\nWhile you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
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While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
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\nExplorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
\nThe Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below.
\nSilver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.
\nAs long as the wire remains intact, the attuned user can make full use of the Infernal Machine’s powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
\nAny effect of the Infernal Machine that requires concentration can be concentrated on by a remote user. The Infernal Machine’s effects have a spell save DC of 14 or the attuned user’s spell save DC, whichever is higher.
Summon Monster. When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons*
\n1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon*
\n1/month: conjure elemental, conjure fey
\n* See “Spells” in this appendix.
\nWish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent.
\nRandom Properties. There are far more possible combinations for the Infernal Machine’s controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.
\nOnce set, these properties last until the end of the attuned user’s next long rest.
\n(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!)
\nDestroying the Machine. The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum’s time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again.
\nInfernal Machine Properties
\n\n
d100 | \nBeneficial Property | \nDetrimental Property | \n
---|---|---|
01 | \nYou have a flying speed of 150 feet but lose all other movement. | \nYou are blinded. | \n
02 | \nYou can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice. | \nAll animals despise you. You have disadvantage on Wisdom (Animal Handling) checks. | \n
03 | \nOne weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it. | \nYour armor and clothing feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC. | \n
04 | \nYou can cast the legend lore spell three times. | \nWhenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising. | \n
05 | \nYou emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll. | \nMetal rusts in response to your touch—including metal armor you wear and metal weapons you hold—reproducing the effect of the rust monster’s Rust Metal trait. | \n
06 | \nYour fingers sprout tiny clockwork picks, granting you advantage on ability checks made using thieves’ tools or tinker’s tools. | \nAny metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere. | \n
07 | \nYou can cast the speak with animals spell at will, but can use it to communicate only with insects. | \nDisturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories. | \n
08 | \nYou have a +1 bonus to Wisdom (Insight checks) involving creatures you can see. | \nYour body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight. | \n
09 | \nYou summon a unicorn that obeys your commands. If you give a command that violates the unicorn’s allignment, the unicorn immediately vanishes. | \nYou grow a unicorn horn. | \n
10 | \nA specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target. | \nA specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll. | \n
11 | \nYour clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks. | \nAny food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour. | \n
12 | \nYou have a +1 bonus to attack rolls with weapons or spells (your choice). | \nThe cure wounds spell restores no hit points for you. | \n
13 | \nYou have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost. | \nWhenever you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped. | \n
14 | \nYou constantly see afterimages of all events that occurred within 30 feet of you over the previous hour. | \nYou are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion. | \n
15 | \nYou understand all languages, as if under the effect of a comprehend languages spell. | \nWhenever you speak, you speak in a random language (possibly including languages you don’t normally know). | \n
16 | \nYou have +1 bonus to initiative rolls. | \nYou are unable to hear any speech louder than a whisper. | \n
17 | \nAn exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a cat. | \nAn exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in 1d4 hours. | \n
18 | \nWhile you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you. | \nWater becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour. | \n
19 | \nA random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear you. | \nA random Huge beast appears next to you (chosen by the DM) and attacks at once. | \n
20 | \nYou have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point. | \nThose around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks. | \n
21 | \nIf you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the Mordenkainen’s faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness. | \nNo one takes you seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks. | \n
22 | \nYou can cast the gaseous form spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers. | \nYour body is covered in feathers. | \n
23 | \nYou have advantage on death saving throws. | \nYou have disadvantage on all saving throws except death saving throws. | \n
24 | \nYou can cast speak with animals at will, but can use it to communicate only with dogs. | \nAll cats are automatically hostile toward you. | \n
25 | \nYou can cast the raise dead spell once, requiring no material components. | \nIf you drop to 0 hit points, you automatically suffer 1 failed death saving throw. | \n
26 | \nEach time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces. | \nAll coins you touch become worthless tin. | \n
27 | \nAnything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you. | \nA dozen small frogs constantly follow you around, chirping loudly. | \n
28 | \nYou gain the benefit of a nondetection spell. | \nYour appearance changes randomly as determined by the DM, as if you were under the effect of a disguise self spell. | \n
29 | \nYou can cast the mage hand cantrip at will. | \nA disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear. | \n
30 | \nYou are able to decipher any text. | \nYou lose the ability to speak any language. This has no effect on casting spells with verbal components. | \n
31 | \nYou can cast the speak with plants spell three times. | \nYour skin turns green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage. | \n
32 | \nYou know whether creatures within 15 feet of you are lying, as if you were the center of a zone of truth spell. | \nWhenever you would speak falsely, you cannot speak at all. | \n
33 | \nYou gain a sense of destiny that directs you toward an important goal, as determined by the DM. | \nYour head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws. | \n
34 | \nAll creatures you speak with automatically believe your words, as if you have succeeded on a Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success. | \nYour personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you. | \n
35 | \nYour shadow becomes an undead shadow that shares your alignment and is under your control. | \nYour shadow behaves disapprovingly whenever you’re not looking—stealing things, mocking you behind your back, taunting opponents or friends, and so on. | \n
36 | \nYour skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple. | \nYour skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM’s determination. | \n
37 | \nFlowers turn to face you as you pass them. | \nMundane animals can’t look at you. | \n
38 | \nEach time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell. | \nWhenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check. | \n
39 | \nChoose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM’s choice). You can use this property three times. | \nEach time you roll a 1 on a Dexterity check, you drop one object you are holding (DM’s choice). | \n
40 | \nA group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a prestidigitation spell. | \nYou break out into song whenever you roll a 1 on any die. | \n
41 | \nYour possessions change their state or appearance at the DM’s determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on. | \nYou take a −5 penalty to initiative rolls. | \n
42 | \nWhenever you roll a 1 on a d20, you have advantage on your next d20 roll. | \nWhenever you roll a 1 on a d20, you have disadvantage on your next d20 roll. | \n
43 | \nGrass, moss, and flowers instantly grow in your footsteps. You are also unaffected by difficult terrain created by plants. | \nAny harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute. | \n
44 | \nYou automatically know the direction to the greatest danger within 500 feet of you. | \nYou leave a trail of black footprints that allow anyone to automatically follow you. | \n
45 | \nYou can cast the detect thoughts spell three times. | \nAll creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you. | \n
46 | \nYou can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of shadow. | \nWhile in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight. | \n
47 | \nCreatures cannot gain advantage on attacks made against you as a result of another creature using the Help action. | \nYou have disadvantage on Dexterity (Acrobatics) checks. | \n
48 | \nYou have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal. | \nWhenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you. | \n
49 | \nYou can cast the daylight spell three times. | \nAn evil undead creature that comes within 30 feet of you for the first time is charmed by you until the end of your next turn. | \n
50 | \nWhen you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way. | \nFood doesn’t satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry. | \n
51 | \nYou shed light like a torch, as if you were the target of a light cantrip. | \nNo one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them. | \n
52 | \nYou can cast the divination spell once. | \nWhenever you make an Intelligence check or saving throw, you receive a grim vision of the DM’s determination, imposing disadvantage on your next attack roll, ability check, or saving throw. | \n
53 | \nAs an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this property once. | \nYour senses diminish as if the world were faded around you, imposing disadvantage on Wisdom (Perception) checks. | \n
54 | \nWhile you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade. | \nThe first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them. | \n
55 | \nAs a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM. | \nThe remove curse, lesser restoration, and greater restoration spells have no effect on you. | \n
56 | \nYou can predict the weather conditions for the next 24 hours with perfect accuracy. | \nA rain cloud follows you around, drizzling on you constantly even while indoors. | \n
57 | \nYou have telepathy out to a range of 120 feet. | \nYou hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you’re hearing is the truth or not. | \n
58 | \nYou can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour. | \nYou become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. | \n
59 | \nYou have resistance to fire damage. | \nYou gain no benefit from any potion. | \n
60 | \nYou have immunity to the charmed and frightened conditions. | \nYou can speak only in a monotone voice, imposing disadvantage on Charisma checks. | \n
61 | \nYou and each creature within 10 feet of you have resistance to necrotic damage. | \nAny Wisdom (Medicine) check you make or that is made to help you is made with disadvantage. | \n
62 | \nThe first creature you hit with a weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn. | \nYou are blinded while in bright light, and your shadow takes on a monstrous appearance. | \n
63 | \nNo creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment. | \nYou have disadvantage on Charisma checks involving creatures that do not share your alignment. | \n
64 | \nAs a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation. | \nWhenever you roll a 1 on a d20 roll, you and an ally you can see swap positions by teleportation. | \n
65 | \nAs an action, you cause difficult terrain within 50 feet of you to become normal terrain. You can use this property three times. | \nEach time you move through difficult terrain, your speed is reduced by 10 feet until the end of your next turn. | \n
66 | \nYou increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends. | \nWhenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic damage. | \n
67 | \nAs an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies. | \nEach creature within 30 feet of you automatically knows which magic items you carry. | \n
68 | \nAs an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times. | \nWhile in bright light, you have disadvantage on initiative rolls. | \n
69 | \nYou can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM. | \nWhile speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks. | \n
70 | \nYou know one cantrip of the DM’s choice, and can cast one 1st-level spell of the DM’s choice at will. | \nWhenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player’s Handbook) to see what happens. | \n
71 | \nWhenever you roll a 20 on a d20, you can immediately end one effect on you. | \nWhenever you roll a 1 on a d20, you are blinded until the end of your next turn. | \n
72 | \nAny clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn’t reveal anything you don’t know, but grants advantage on ability checks to find secret doors and to navigate back to where you’ve been. | \nAny rope you touch transforms into a poisonous snake that attacks you. | \n
73 | \nYou summon a slithering tracker that obeys your commands. | \nYou take on the appearance of having translucent skin, with your bones and organs slightly visible within. | \n
74 | \nYou have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma (Persuasion) checks. | \nWhenever you fail a Charisma (Persuasion) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM. | \n
75 | \nYou can cast the control weather spell. | \nEach time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile air elemental or fire elemental (depending on the damage dealt). | \n
76 | \nA tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM’s discretion. | \nA tiny construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly. | \n
77 | \nA creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature’s statistics. | \nA creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). Unless you succeed on a DC 12 Wisdom (Animal Handling) check, the creature attacks you before wandering off. The DM determines the creature’s statistics. | \n
78 | \nYou can cast the teleport spell, always arriving on target when you do. You can use this property once. | \nEach time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead 1d4 minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway. | \n
79 | \nYou can cast the haste spell on yourself. You can use this property three times. | \nEach time you are reduced to 0 hit points then stabilized, you suffer the effect of a slow spell. | \n
80 | \nYou do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation. | \nWhenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe. | \n
81 | \nYour blood is venomous, granting you immunity to poison and to the poisoned condition. You can cast the speak with animals spell at will, but you can use it to communicate only with snakes. | \nYour tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component. | \n
82 | \nYou grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple. | \nYou are constantly followed by 1d4 octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you. | \n
83 | \nYou can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use misty step is restored automatically at the end of your turn. | \nWhenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible. | \n
84 | \nWhen you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors. | \nYou have disadvantage on Wisdom (Perception) checks while indoors. | \n
85 | \nYou can cast the healing word spell three times. | \nUndead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you. | \n
86 | \nAny food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food. | \nYou constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks. | \n
87 | \nYour mind is filled with lost facts and lore, granting advantage on Intelligence checks. | \nYou forget your name, and must be constantly reminded of it by your allies. | \n
88 | \nYour touch can change small nonmagical objects into chocolate. | \nAnything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour. | \n
89 | \nEach time you finish a short rest, you regain 1d8 hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit. | \nEach time you finish a short rest, you take 3d8 psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration. | \n
90 | \nEach time you finish a short rest, you find 1d10 small gems worth 10 gp each in your possession. | \nWhenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them. | \n
91 | \nWhen you hit a creature for the first time during an encounter, its Armor Class is reduced by 1. | \nWhenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in 1d4 rounds. | \n
92 | \nEach time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither. | \nEach time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you. | \n
93 | \nWhile standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once. | \nEach time you finish a short rest, you forget one of your allies (of the DM’s choice) and no longer trust that character. You lose this distrust at the end of your next short rest. | \n
94 | \nAs an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning damage and be blinded for 1 round. You can use this property three times. | \nFire elementals, water elementals, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else. | \n
95 | \nAs an action, you learn the names of every humanoid creature within 30 feet of you. | \nWhenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself. | \n
96 | \nYou can cast the modify memory spell once. | \nWhenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour. | \n
97 | \nYou can ignore the verbal component of any spell you cast. | \nYou must shout the verbal component of any spell you cast. | \n
98 | \nAs an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible. | \nEach time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success. | \n
99 | \nAs an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM). | \nYour hands feel unnaturally large, imposing disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks using thieves’ tools or artisan’s tools. The first weapon attack roll you make in any encounter is made with disadvantage. | \n
00 | \nAll creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them. | \nWhenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the tarrasque is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for 1d6 × 10 minutes, then magically returns to its previous location. | \n
This strange device was once thought to have been built by gods long forgotten and to have survived the eons since their passing, for it is incredibly ancient and crafted by means unlike anything known today. However, its true origins derive from a planar craft that crashed in the Barrier Peaks, for the Infernal Machine once functioned as this craft’s central command console.
\nExplorers who discovered the crash site removed the command console and brought it back to civilization, not understanding its true purpose or powers. In later years, the console came into the possession of Baron Lum. By experimenting with its many controls, he was able to achieve astounding and destructive magical effects in the building of his empire, and so the artifact came to be known as the Infernal Machine of Lum the Mad. Yet with Lum’s eventual defeat, his great machine was destroyed.
\nThe Infernal Machine is a delicate, intricate, bulky, and heavy device, weighing some 5,500 pounds. It can be operated using a control panel containing sixty levers, forty dials, twenty switches, and a number of jeweled components. These controls generate all kinds of powers and effects, as noted below.
\nSilver Wire. The Infernal Machine’s great size makes it largely immobile. To make ongoing use of the machine (such as while adventuring), it can be connected to its attuned user by a silver wire, a supply of which can always be produced from the machine’s inner workings. This silver wire shares the same general nature as the silvery cord of an astral projection spell, connecting to the body of the user and trailing behind them. When so attached, the wire becomes invisible, astral, and extends to virtually infinite length.
\nAs long as the wire remains intact, the attuned user can make full use of the Infernal Machine’s powers, with their effects centered around the user. If the wire is cut—something that can happen only when an effect specifically states that it can cut an astral projection’s silvery cord—the user suffers a sudden burst of feedback from the machine that kills them instantly.
\nAny effect of the Infernal Machine that requires concentration can be concentrated on by a remote user. The Infernal Machine’s effects have a spell save DC of 14 or the attuned user’s spell save DC, whichever is higher.
Summon Monster. When first used by Baron Lum, the Infernal Machine was known for its ability to unleash terrible monsters within the world. Specific combinations of its controls can still recreate the effects of various spells of the conjuration school, as follows:
1/day: conjure animals, summon lesser demons*
\n1/7 days: conjure minor elementals, conjure woodland beings, summon greater demon*
\n1/month: conjure elemental, conjure fey
\n* See “Spells” in this appendix.
\nWish. The Infernal Machine has the ability to bend the nature of reality, with the proper combination of controls recreating the effect of a wish spell (including all side effects). Due to the complex nature of its programming, this feature can be used only once per month. Each time this effect is used, there is a cumulative 10 percent chance of the Infernal Machine malfunctioning, necessitating seven days’ worth of repairs and reprogramming, as well as the expenditure of 500 gp in parts, before it can be used again. When these repairs are done, the cumulative chance of malfunction returns to 10 percent.
\nRandom Properties. There are far more possible combinations for the Infernal Machine’s controls than can ever be known or matrixed—especially as the controls shift position and reset themselves over time. At the end of each long rest of the user attuned to it, the Infernal Machine generates 1d4 + 1 random beneficial properties and 1d4 + 1 detrimental properties. Roll for each of these properties on the Infernal Machine Properties table. To keep things interesting, the DM might roll secretly for detrimental properties, revealing those properties only during the course of play.
\nOnce set, these properties last until the end of the attuned user’s next long rest.
\n(Our thanks to the D&D community for their suggestions for the properties of the Infernal Machine of Lum the Mad!)
\nDestroying the Machine. The Infernal Machine of Lum the Mad is self-repairing of anything short of catastrophic damage, and how it was disabled in Lum’s time remains a mystery. It is rumored that if one specific combination of controls is set, the Infernal Machine will enter a repair mode, allowing unfettered access to its inner workings—and preventing it from restoring itself if it is attacked. Alternatively, other combinations of controls might cause the Infernal Machine to teleport its most critical components to some hiding place deep in space and time, rendering it inoperable until those components are found again.
\nInfernal Machine Properties
\n\n
d100 | \nBeneficial Property | \nDetrimental Property | \n
---|---|---|
01 | \nYou have a flying speed of 150 feet but lose all other movement. | \nYou are blinded. | \n
02 | \nYou can cast the speak with animals spell at will, but can use it to speak with only one animal of your choice. | \nAll animals despise you. You have disadvantage on Wisdom (Animal Handling) checks. | \n
03 | \nOne weapon or item you carry of your choice gains a walking speed of 30 feet and goes where you tell it. | \nYour armor and clothing feels unnaturally tight. Unless you go naked, roll a d4 each time you are attacked and subtract the number rolled from your AC. | \n
04 | \nYou can cast the legend lore spell three times. | \nWhenever you make an Intelligence check or use divination magic to learn something about a creature, that knowledge comes with added trivia of the DM’s devising. | \n
05 | \nYou emanate a weak magnetic aura. The first time during a combat that a creature attacks you with a metal weapon, that creature has disadvantage on the attack roll. | \nMetal rusts in response to your touch—including metal armor you wear and metal weapons you hold—reproducing the effect of the rust monster’s Rust Metal trait. | \n
06 | \nYour fingers sprout tiny clockwork picks, granting you advantage on ability checks made using thieves’ tools or tinker’s tools. | \nAny metal object you wield or wear is covered in a thin layer of oil that drips occasionally and leaves your fingerprints everywhere. | \n
07 | \nYou can cast the speak with animals spell at will, but can use it to communicate only with insects. | \nDisturbing whispers on the edge of hearing haunt all creatures within 30 feet of you, causing those creatures to recall their saddest memories. | \n
08 | \nYou have a +1 bonus to Wisdom (Insight checks) involving creatures you can see. | \nYour body is ghostly and translucent except for your bones. You have vulnerability to radiant damage, and you have disadvantage on attack rolls while in direct sunlight. | \n
09 | \nYou summon a unicorn that obeys your commands. If you give a command that violates the unicorn’s allignment, the unicorn immediately vanishes. | \nYou grow a unicorn horn. | \n
10 | \nA specialized clockwork compass floats in front of you. You can name one character, place, or object on the same plane as you and have the compass point constantly in the direction of the named target. You gain no knowledge of the distance to the target. | \nA specialized clockwork compass floats in front of you, and points toward you. The DM determines whether a creature currently looking for you is drawn to your location. Additionally, when a creature attacks you for the first time during an encounter, it has advantage on the attack roll. | \n
11 | \nYour clothes are wrapped in illusion that makes them appear to be the very latest style, drawing praise and attention. You have a +1 bonus to Charisma checks. | \nAny food and drink you eat spoils as you swallow it. Each time you eat or drink, you are poisoned for 1 hour. | \n
12 | \nYou have a +1 bonus to attack rolls with weapons or spells (your choice). | \nThe cure wounds spell restores no hit points for you. | \n
13 | \nYou have an innate sense of direction. You automatically succeed on ability checks made to avoid becoming lost. | \nWhenever you move, a magical voice calls out your direction and how far you’ve gone. The voice cannot be silenced or stopped. | \n
14 | \nYou constantly see afterimages of all events that occurred within 30 feet of you over the previous hour. | \nYou are distracted by voices and visions, forcing you to succeed on a Wisdom saving throw every 4 hours or gain one level of exhaustion. | \n
15 | \nYou understand all languages, as if under the effect of a comprehend languages spell. | \nWhenever you speak, you speak in a random language (possibly including languages you don’t normally know). | \n
16 | \nYou have +1 bonus to initiative rolls. | \nYou are unable to hear any speech louder than a whisper. | \n
17 | \nAn exact duplicate of you appears next to you, dressed as you but lacking any gear. The duplicate functions as a familiar and has the statistics of a cat. | \nAn exact duplicate of you appears next to you, dressed as you but lacking any gear. It loudly tries to convince all other creatures that it is you, and you are its familiar. If destroyed, it reappears in 1d4 hours. | \n
18 | \nWhile you are afflicted by a disease or suffering the poisoned or frightened condition, whenever you hit a humanoid with a melee attack, the target must succeed on a DC 15 Constitution saving throw. On a failed save, you transfer the disease or the condition to the target, and the disease or condition ends for you. | \nWater becomes intensely acidic to you. If you are submerged in water, you take 1d6 acid damage at the start of each of your turns, and drinking pure water causes you to be poisoned for 1 hour. | \n
19 | \nA random Huge beast appears next to you (chosen by the DM) as if with the conjure animals spell. You have a telepathic link to this beast, such that you can give it commands even if it can’t hear you. | \nA random Huge beast appears next to you (chosen by the DM) and attacks at once. | \n
20 | \nYou have 1 luck point, which you can use as if you had taken the Lucky feat. If you have taken that feat, you have 1 extra luck point. | \nThose around you perceive you as dishonest, even when you are completely truthful. You automatically fail Charisma checks. | \n
21 | \nIf you drop to 0 hit points, a phantom guardian appears next to you, functioning as if you had cast the Mordenkainen’s faithful hound spell. The guardian disappears if you die, regain hit points, or regain consciousness. | \nNo one takes you seriously, imposing disadvantage on Charisma (Deception and Persuasion) checks, and causing you to automatically fail Charisma (Intimidation) checks. | \n
22 | \nYou can cast the gaseous form spell on yourself three times. When you do, instead of appearing as mist, you appear as a swirling puff of feathers. | \nYour body is covered in feathers. | \n
23 | \nYou have advantage on death saving throws. | \nYou have disadvantage on all saving throws except death saving throws. | \n
24 | \nYou can cast speak with animals at will, but can use it to communicate only with dogs. | \nAll cats are automatically hostile toward you. | \n
25 | \nYou can cast the raise dead spell once, requiring no material components. | \nIf you drop to 0 hit points, you automatically suffer 1 failed death saving throw. | \n
26 | \nEach time you finish a short rest, up to 100 silver pieces already in your possession become gold pieces, and up to 100 copper pieces become silver pieces. | \nAll coins you touch become worthless tin. | \n
27 | \nAnything poisonous within 50 feet of you is automatically detected and marked by the image of a small frog that is visible only to you. | \nA dozen small frogs constantly follow you around, chirping loudly. | \n
28 | \nYou gain the benefit of a nondetection spell. | \nYour appearance changes randomly as determined by the DM, as if you were under the effect of a disguise self spell. | \n
29 | \nYou can cast the mage hand cantrip at will. | \nA disembodied spirit follows you around, stealing and scattering coins from you, crumbling your food, and playing with your weapons and gear. | \n
30 | \nYou are able to decipher any text. | \nYou lose the ability to speak any language. This has no effect on casting spells with verbal components. | \n
31 | \nYou can cast the speak with plants spell three times. | \nYour skin turns green, and you must drink a half gallon of fresh water every 4 hours or take 1d4 necrotic damage. | \n
32 | \nYou know whether creatures within 15 feet of you are lying, as if you were the center of a zone of truth spell. | \nWhenever you would speak falsely, you cannot speak at all. | \n
33 | \nYou gain a sense of destiny that directs you toward an important goal, as determined by the DM. | \nYour head is filled with an unpleasant buzzing that imposes disadvantage on Intelligence checks and saving throws. | \n
34 | \nAll creatures you speak with automatically believe your words, as if you have succeeded on a Charisma (Deception or Persuasion) check against them. Any sign of threatening or duplicitous action on your part negates this automatic success. | \nYour personal tastes reverse, such that your favorite foods, hobbies, music, and so forth become unbearable to you. | \n
35 | \nYour shadow becomes an undead shadow that shares your alignment and is under your control. | \nYour shadow behaves disapprovingly whenever you’re not looking—stealing things, mocking you behind your back, taunting opponents or friends, and so on. | \n
36 | \nYour skin is covered by slime. You automatically succeed on ability checks and saving throws made to escape a grapple. | \nYour skin is covered by slime. You must succeed on a DC 10 Dexterity saving throw to sit down, open doors, and perform other mundane tasks of the DM’s determination. | \n
37 | \nFlowers turn to face you as you pass them. | \nMundane animals can’t look at you. | \n
38 | \nEach time you finish a short rest, you suddenly sprout a covering of fragrant leaves. The leaves fall off after 1d10 minutes, revealing 1d6 magic fruits that can be plucked from your head. Each fruit functions as a berry created with the goodberry spell. | \nWhenever you stop moving for 10 minutes or more, you discover that your boots or shoes have set down roots that must be pulled free with a successful DC 20 Strength check. | \n
39 | \nChoose a creature you can see. That creature must succeed on a DC 15 Dexterity saving throw or drop one item they are holding (DM’s choice). You can use this property three times. | \nEach time you roll a 1 on a Dexterity check, you drop one object you are holding (DM’s choice). | \n
40 | \nA group of small forest animals appears and follows you everywhere, singing and dancing. These magical creatures can perform any task you desire that could be performed by a prestidigitation spell. | \nYou break out into song whenever you roll a 1 on any die. | \n
41 | \nYour possessions change their state or appearance at the DM’s determination, giving you hints of potential future events. For example, your sword might become suddenly bloodstained to warn of an upcoming combat encounter, your clothes might become damp to warn of a water-filled pit trap ahead, and so on. | \nYou take a −5 penalty to initiative rolls. | \n
42 | \nWhenever you roll a 1 on a d20, you have advantage on your next d20 roll. | \nWhenever you roll a 1 on a d20, you have disadvantage on your next d20 roll. | \n
43 | \nGrass, moss, and flowers instantly grow in your footsteps. You are also unaffected by difficult terrain created by plants. | \nAny harm that befalls a plant you can see (a woodcutter sawing down a tree, a gardener pulling weeds, and so forth) fills you with a sadness that imposes disadvantage on ability checks for 1 minute. | \n
44 | \nYou automatically know the direction to the greatest danger within 500 feet of you. | \nYou leave a trail of black footprints that allow anyone to automatically follow you. | \n
45 | \nYou can cast the detect thoughts spell three times. | \nAll creatures within 30 feet of you automatically know your surface thoughts, as if having cast detect thoughts against you. | \n
46 | \nYou can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of shadow. | \nWhile in direct sunlight, you have disadvantage on attack rolls as well as on Wisdom (Perception) checks that rely on sight. | \n
47 | \nCreatures cannot gain advantage on attacks made against you as a result of another creature using the Help action. | \nYou have disadvantage on Dexterity (Acrobatics) checks. | \n
48 | \nYou have increased lung capacity, increasing your walking speed by 10 feet and letting you hold your breath for twice as long as normal. | \nWhenever you exert yourself by fighting, running, and so forth, you breathe out intermittent gouts of flame that deal 1d4 fire damage to you. | \n
49 | \nYou can cast the daylight spell three times. | \nAn evil undead creature that comes within 30 feet of you for the first time is charmed by you until the end of your next turn. | \n
50 | \nWhen you touch a copper piece, it transmutes to become two copper pieces. You can duplicate a maximum of 1,000 coins this way. | \nFood doesn’t satiate you, and you must eat double the amount of food you normally eat to avoid feeling hungry. | \n
51 | \nYou shed light like a torch, as if you were the target of a light cantrip. | \nNo one else can take a short rest within 40 feet of you, as everything you say or do seems distracting to them. | \n
52 | \nYou can cast the divination spell once. | \nWhenever you make an Intelligence check or saving throw, you receive a grim vision of the DM’s determination, imposing disadvantage on your next attack roll, ability check, or saving throw. | \n
53 | \nAs an action, you can become incorporeal for 10 minutes, allowing you to move through other creatures and objects as if they were difficult terrain. You take 5 (1d10) force damage if you end your turn inside an object. You can use this property once. | \nYour senses diminish as if the world were faded around you, imposing disadvantage on Wisdom (Perception) checks. | \n
54 | \nWhile you take a short rest, the area within 50 feet of you takes on the illusory appearance of a beautiful forest glade. | \nThe first time an ally you can see takes damage as a result of failing a saving throw, you take the damage instead of them. | \n
55 | \nAs a bonus action, you can choose one creature within 10 feet of you and know one secret about it, as determined by the DM. | \nThe remove curse, lesser restoration, and greater restoration spells have no effect on you. | \n
56 | \nYou can predict the weather conditions for the next 24 hours with perfect accuracy. | \nA rain cloud follows you around, drizzling on you constantly even while indoors. | \n
57 | \nYou have telepathy out to a range of 120 feet. | \nYou hear the voices of creatures you can see in your head from time to time (as detailed by the DM), but you have no idea whether what you’re hearing is the truth or not. | \n
58 | \nYou can cast speak with animals at will, but you can use it to communicate only with goats. Any goat you speak with becomes charmed by you for 1 hour. | \nYou become distraught unless your clothing is all the same color, imposing disadvantage on Intelligence, Wisdom, and Charisma checks and saving throws. | \n
59 | \nYou have resistance to fire damage. | \nYou gain no benefit from any potion. | \n
60 | \nYou have immunity to the charmed and frightened conditions. | \nYou can speak only in a monotone voice, imposing disadvantage on Charisma checks. | \n
61 | \nYou and each creature within 10 feet of you have resistance to necrotic damage. | \nAny Wisdom (Medicine) check you make or that is made to help you is made with disadvantage. | \n
62 | \nThe first creature you hit with a weapon attack on each of your turns takes 1d4 fire damage at the start of its next turn. | \nYou are blinded while in bright light, and your shadow takes on a monstrous appearance. | \n
63 | \nNo creature can learn your alignment by magical means, and you have advantage on Charisma checks involving creatures that also share your alignment. | \nYou have disadvantage on Charisma checks involving creatures that do not share your alignment. | \n
64 | \nAs a bonus action, you cause yourself and a willing ally you can see to swap positions by teleportation. | \nWhenever you roll a 1 on a d20 roll, you and an ally you can see swap positions by teleportation. | \n
65 | \nAs an action, you cause difficult terrain within 50 feet of you to become normal terrain. You can use this property three times. | \nEach time you move through difficult terrain, your speed is reduced by 10 feet until the end of your next turn. | \n
66 | \nYou increase one ability score of your choice by 2. You can increase an ability score above 20 using this property, but the increase is lost when this property ends. | \nWhenever you roll a 1 on an attack roll, ability check, or saving throw using your highest ability score, you take 1d4 psychic damage. | \n
67 | \nAs an action, you learn the direction and distance to the nearest magic item not in the possession of you or any of your allies. | \nEach creature within 30 feet of you automatically knows which magic items you carry. | \n
68 | \nAs an action while you are in dim light or darkness, you can become invisible, as if targeted by the invisibility spell. In addition to becoming visible if you attack or cast a spell, you become visible if you move into bright light. You can use this property three times. | \nWhile in bright light, you have disadvantage on initiative rolls. | \n
69 | \nYou can read and understand all the languages commonly spoken within 1 mile of you, as determined by the DM. | \nWhile speaking, you occasionally use nonsense words, imposing disadvantage on Charisma checks. | \n
70 | \nYou know one cantrip of the DM’s choice, and can cast one 1st-level spell of the DM’s choice at will. | \nWhenever you cast a spell or use a magic item property that requires an action or a bonus action to activate, roll on the Wild Magic Surge table (see the sorcerer section in chapter 3 of the Player’s Handbook) to see what happens. | \n
71 | \nWhenever you roll a 20 on a d20, you can immediately end one effect on you. | \nWhenever you roll a 1 on a d20, you are blinded until the end of your next turn. | \n
72 | \nAny clothing you wear is covered with a magical map image that shows all the local area you are aware of. This map doesn’t reveal anything you don’t know, but grants advantage on ability checks to find secret doors and to navigate back to where you’ve been. | \nAny rope you touch transforms into a poisonous snake that attacks you. | \n
73 | \nYou summon a slithering tracker that obeys your commands. | \nYou take on the appearance of having translucent skin, with your bones and organs slightly visible within. | \n
74 | \nYou have a fresh-scrubbed appearance, and a sweet perfume surrounds you. You have advantage on Charisma (Persuasion) checks. | \nWhenever you fail a Charisma (Persuasion) check, the subject of the check becomes irrationally resentful of you, seeking to undermine you in ways determined by the DM. | \n
75 | \nYou can cast the control weather spell. | \nEach time you deal or take cold damage or fire damage, you must succeed on a DC 10 Charisma saving throw or accidentally summon a hostile air elemental or fire elemental (depending on the damage dealt). | \n
76 | \nA tiny construct resembling a gynosphinx follows you around. It can truthfully answer up to ten yes-or-no questions regarding the campaign, at the DM’s discretion. | \nA tiny construct resembling a gynosphinx follows you around. It constantly asks unsolvable riddles of other creatures, and insults those creatures when they fail to answer correctly. | \n
77 | \nA creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). The creature serves you as if created by a conjure animals spell. The DM determines the creature’s statistics. | \nA creature appears next to you that is a hybrid of any two nonmagical beasts (akin to the owlbear). Unless you succeed on a DC 12 Wisdom (Animal Handling) check, the creature attacks you before wandering off. The DM determines the creature’s statistics. | \n
78 | \nYou can cast the teleport spell, always arriving on target when you do. You can use this property once. | \nEach time you walk through a doorway or similar portal, you must succeed on a DC 10 Intelligence check or step into a skewed timeline. On a failure, you and all allies within 10 feet of you skip ahead 1d4 minutes. To other creatures, it appears that you and other affected creatures disappear for that length of time, then appear again in the doorway. | \n
79 | \nYou can cast the haste spell on yourself. You can use this property three times. | \nEach time you are reduced to 0 hit points then stabilized, you suffer the effect of a slow spell. | \n
80 | \nYou do not need to breathe and cease to do so, making you immune to inhaled poisons and suffocation. | \nWhenever you speak (including casting a spell with a verbal component), you must first use a bonus action to breathe. | \n
81 | \nYour blood is venomous, granting you immunity to poison and to the poisoned condition. You can cast the speak with animals spell at will, but you can use it to communicate only with snakes. | \nYour tongue is long and forked, causing you to speak in a hiss. You have disadvantage on Charisma checks involving speech, and you must succeed on a DC 15 Constitution check to cast a spell with a verbal component. | \n
82 | \nYou grow gills and have the ability to breathe air and water. You also sprout a pair of tentacles from your shoulders that have a reach of 10 feet and can be used to perform any action you could perform with your hands. The tentacles cannot attack or grapple. | \nYou are constantly followed by 1d4 octopuses that can breathe air and water, and which have a walking speed of 30 feet. Each time combat breaks out, you must succeed on a DC 13 Wisdom (Animal Handling) check or have the octopuses panic and attack you. | \n
83 | \nYou can cast the misty step spell three times. When you do, you must begin and end your teleportation in an area of fire. Any fire damage you take during the same turn in which you use misty step is restored automatically at the end of your turn. | \nWhenever you start your turn within 30 feet of an ongoing fire effect, you must succeed on a DC 13 Wisdom saving throw or move toward the fire and into it if possible. | \n
84 | \nWhen you look at the sky, you see it overlaid with navigational symbols. You have advantage on ability checks made to avoid becoming lost while outdoors. | \nYou have disadvantage on Wisdom (Perception) checks while indoors. | \n
85 | \nYou can cast the healing word spell three times. | \nUndead are drawn to you, making it impossible for you to hide from them. Each undead creature you face in combat has advantage on its first attack roll against you. | \n
86 | \nAny food you touch is transformed into a culinary delight. You have advantage on Charisma checks while interacting with any creatures that have eaten of this food. | \nYou constantly hear distracting music that throws off your timing, imposing disadvantage on initiative rolls and Dexterity checks. | \n
87 | \nYour mind is filled with lost facts and lore, granting advantage on Intelligence checks. | \nYou forget your name, and must be constantly reminded of it by your allies. | \n
88 | \nYour touch can change small nonmagical objects into chocolate. | \nAnything you eat or drink makes you feel overly sated and full, imposing disadvantage on Strength checks for 1 hour. | \n
89 | \nEach time you finish a short rest, you regain 1d8 hit points. Each creature that took a short rest with you and remained within 30 feet of you for the duration also gains this benefit. | \nEach time you finish a short rest, you take 3d8 psychic damage. At your determination, you can transfer some or all of this damage to any creatures that took a short rest with you and remained within 30 feet of you for the duration. | \n
90 | \nEach time you finish a short rest, you find 1d10 small gems worth 10 gp each in your possession. | \nWhenever you spend coins or gems, any character you give them to becomes convinced that the wealth was stolen from them. | \n
91 | \nWhen you hit a creature for the first time during an encounter, its Armor Class is reduced by 1. | \nWhenever you roll a 1 on a weapon attack roll, the weapon shatters like glass. The weapon magically reforms in 1d4 rounds. | \n
92 | \nEach time you enter a settlement, you are treated as though you are known there and a friend, even if you are neither. | \nEach time you roll a 1 on an attack roll, ability check, or saving throw, you grow one inch taller. Your clothing and armor does not grow with you. | \n
93 | \nWhile standing in a doorway, you can cast the teleport spell. Your destination must be another doorway you know. You can use this property once. | \nEach time you finish a short rest, you forget one of your allies (of the DM’s choice) and no longer trust that character. You lose this distrust at the end of your next short rest. | \n
94 | \nAs an action, you cause a swirling storm of rocks and dust to surround you in a 10-foot radius for 1 minute. Each creature hostile to you that enters the area must succeed on a DC 12 Constitution saving throw or take 1d6 bludgeoning damage and be blinded for 1 round. You can use this property three times. | \nFire elementals, water elementals, and other creatures of fire and water (as determined by the DM) regard you as their enemy, and focus their attacks against you to the exclusion of all else. | \n
95 | \nAs an action, you learn the names of every humanoid creature within 30 feet of you. | \nWhenever you roll a 1 on a Strength or Dexterity check that incorporates touching an object, you stick to that object for 1 minute. It takes a successful DC 20 Strength check to free yourself. | \n
96 | \nYou can cast the modify memory spell once. | \nWhenever you make an Intelligence check or saving throw, you must succeed on a DC 13 Charisma saving throw or lose all your memories of the past hour. | \n
97 | \nYou can ignore the verbal component of any spell you cast. | \nYou must shout the verbal component of any spell you cast. | \n
98 | \nAs an action, you conjure a mindless, shapeless force that is your exact duplicate. You control this force as if it were the product of an unseen servant spell, except that it is visible. | \nEach time you see your own reflection, you must succeed on a DC 12 Charisma saving throw. On a failure, you treat your allies as enemies and vice versa for 1 minute, attacking the wrong targets, betraying your companions in social situations, and so forth. You can repeat the saving throw at the end of each of your turns, ending the effect on a success. | \n
99 | \nAs an action, you can replace one of your hands with any nonmagical weapon, tool, or piece of adventuring equipment of reasonable size (as determined by the DM). | \nYour hands feel unnaturally large, imposing disadvantage on Dexterity (Sleight of Hand) checks and Dexterity checks using thieves’ tools or artisan’s tools. The first weapon attack roll you make in any encounter is made with disadvantage. | \n
00 | \nAll creatures of a particular type other than humanoid (as chosen by the DM) are incapable of acting hostile toward you as long as you do not attack, threaten, or provoke them. | \nWhenever you meet a creature of a particular type other than humanoid (as chosen by the DM), there is a 1 percent cumulative chance that the tarrasque is magically summoned within 1 mile of you. The tarrasque has no knowledge of your existence. It runs amok for 1d6 × 10 minutes, then magically returns to its previous location. | \n
When you damage a creature with an attack using this magic spear, the target can’t regain hit points until the start of your next turn.
","chat":"","unidentified":"Spear"},"source":"Explorer's Guide to Wildemount pg 270","quantity":1,"weight":3,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod","piercing"]],"versatile":"1d8[piercing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"spear","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280665,"modifiedTime":1674385488589,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GW8RW18cIEa2asEJ","name":"Drown","type":"weapon","img":"icons/weapons/polearms/trident-silver-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Trident","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/15/372/636372278559558306.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/15/373/636372278560027100.png","filterType":"Weapon","tags":["Damage","Buff","Combat"],"sources":[{"sourceId":10,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Drown.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5590,"originalName":"Drown"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
\nYou gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
\nWater Mastery. You gain the following benefits while you hold Drown:
\nTears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn.
\nFlaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
","chat":"A steel trident decorated with bronze barnacles along the upper part of its haft, Drown has a sea-green jewel just below the tines and a silver shell at the end of its haft. It floats on the surface if dropped onto water, and it floats in place if it is released underwater. The trident is always cool to the touch, and it is immune to any damage due to exposure to water. Drown contains a spark of Olhydra, the Princess of Evil Water.
\nYou gain a +1 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the targets takes an extra 1d8 cold damage.
\nWater Mastery. You gain the following benefits while you hold Drown:
\nTears of Endless Anguish. While inside a water node, you can perform a ritual called the Tears of Endless Anguish, using Drown to create a devastation orb of water (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Drown can’t be used to perform the ritual again until the next dawn.
\nFlaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: “I demand and deserve the largest share of the spoils, and I refuse to part with anything that’s mine.” In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
","unidentified":"Trident"},"source":"Princes of the Apocalypse","quantity":1,"weight":4,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod + 1","piercing"],["1d8[cold]","cold"]],"versatile":"1d8[piercing] + 1 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"trident","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280670,"modifiedTime":1674385488592,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GWXqJE4OkHsZh1XH","name":"Chime of Opening","type":"equipment","img":"icons/weapons/guns/gun-worn-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/213/636382363100333172.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/160/636284721702182150.jpeg","filterType":"Wondrous item","tags":["Utility","Exploration","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":158,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Chime-of-Opening.jpeg","isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4602,"originalName":"Chime of Opening","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nThe chime can be used ten times. After the tenth time, it cracks and becomes useless.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 158","quantity":1,"weight":1,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280674,"modifiedTime":1674385488595,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GWcOCirIku9uocSG","name":"Spellwrought Tattoo, 5th level","type":"equipment","img":"icons/magic/light/explosion-star-orange-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408390,"originalName":"Spellwrought Tattoo, 5th level","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic tattoo contains a single 5th Level Spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n
The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga’s Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.
\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nProperties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
\nThe pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
","chat":"The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga’s Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.
\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nProperties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
\nThe pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
","unidentified":"Quarterstaff"},"source":"Tasha’s Cauldron of Everything pg 121","quantity":1,"weight":4,"price":0,"attunement":0,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod + 3","bludgeoning"],["1d8[force - Per Charge (Max 3)]","force"]],"versatile":"1d8[bludgeoning] + 3 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"quarterstaff","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280680,"modifiedTime":1674385488600,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GXTqerdJrTdrWffj","name":"Everbright Lantern","type":"equipment","img":"icons/commodities/treasure/lantern-stone-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215549,"originalName":"Everbright Lantern","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This bullseye lantern contains an Eberron dragonshard that sheds light comparable to that produced by a continual flame spell. An everbright lantern sheds light in a 120-foot cone; the closest 60 feet is bright light, and the farthest 60 feet is dim light.
","chat":"","unidentified":"Wondrous item"},"source":"Wayfinder's Guide to Eberron","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280683,"modifiedTime":1674385488603,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GaLGYsmkHOhT0qs4","name":"Blade of the Medusa","type":"consumable","img":"icons/weapons/swords/greatsword-guard-jewel-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ammunition","filterType":"Weapon","tags":[],"sources":[{"sourceId":40,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":351877,"originalName":"Blade of the Medusa"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","unidentified":"Ammunition"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280685,"modifiedTime":1674385488608,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"GbHiBZF9AIsZzJMN","name":"Spell Gem (Topaz)","type":"equipment","img":"icons/commodities/gems/gem-rough-cushion-orange-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":9,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5544,"originalName":"Spell Gem (Topaz)"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe topaz spell gem is a very rare item and can store up to a 6th level spell. The stored spell's saving throw DC is 17 and has a +10 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","chat":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe topaz spell gem is a very rare item and can store up to a 6th level spell. The stored spell's saving throw DC is 17 and has a +10 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a cackler. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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\nSlumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
\nStirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
\nChromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.
\nGem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
\nMetallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
\nWakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
\nChromatic. Hold monster, Rime’s binding ice*
\nGem. Rary’s telepathic bond, Raulothim’s psychic lance*
\nMetallic. Fizban’s platinum shield,* legend lore
The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells.
\nThe staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.
\nThe staff has 10 charges, which are used to fuel the spells within it. With the staff in hand, you can use your action to cast one of the following spells from the staff if the spell is on your class’s spell list: spider climb (1 charge) or web (2 charges, spell save DC 15). No components are required.
\nThe staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff’s last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nThis mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nIncludes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
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Kavan was a ruthless chieftain whose tribe lived in the Balinok Mountains centuries before the arrival of Strahd von Zarovich. Although he was very much alive, Kavan had some traits in common with vampires: he slept during the day and hunted at night, he drank the blood of his prey, and he lived underground. In battle, he wielded a spear stained with blood. His was the first blood spear, a weapon that drains life from those it kills and transfers that life to its wielder, imbuing that individual with the stamina to keep fighting.
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\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nMarble Elephant. This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
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\nSlumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
\nStirring (Rare). In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).
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\nWhen you cast a damage-dealing spell using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell, provided the damage is of the type associated with the item's wood. The types of wood and their associated damage types are listed in the Imbued Wood Focus table.
\nWood | \nDamage Type | \n
---|---|
\n Fernian Ash \n | \n\n Fire \n | \n
\n @Compendium[world.ddb-graus-dnd-items.iglwYcQPw6iMN0Ui]{Irian Rosewood Focus} \n | \n\n Radiant \n | \n
\n @Compendium[world.ddb-graus-dnd-items.0bpw6NwXDnecjvwS]{Kythrian Manchineel Focus} \n | \n\n Acid or poison \n | \n
\n @Compendium[world.ddb-graus-dnd-items.mD2kG7WAMjy5XRNy]{Lamannian Oak Focus} \n | \n\n Lightning or thunder \n | \n
\n @Compendium[world.ddb-graus-dnd-items.VhVwhfEGbeKC5Zkz]{Mabaran Ebony Focus} \n | \n\n Necrotic \n | \n
\n @Compendium[world.ddb-graus-dnd-items.T2BJf5qNqxEcDvb5]{Risian Pine Focus} \n | \n\n Cold \n | \n
\n @Compendium[world.ddb-graus-dnd-items.WCPdFHZOuXccTfel]{Shavarran Birch Focus} \n | \n\n Force \n | \n
\n @Compendium[world.ddb-graus-dnd-items.8gYswvfpkR41QjMh]{Xorian Wenge Focus} \n | \n\n Psychic \n | \n
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
\nThis carpet is 6 feet by 9 feet and has a flying speed of 30 feet. It can carry up to 1,600 pounds, but its flying speed becomes 15 feet while carrying over 800 pounds.
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\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nMagical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
\nEldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
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\nA small packet holds enough pixie dust for one use.
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\nBow of the Wild. This divine weapon includes a shortbow and a quiver with four arrows, each tied to one of the four seasons. You gain a +3 bonus to attack and damage rolls made with this bow, and you suffer no disadvantage when attacking at the weapon’s long range. Additionally, Ephixis scores a critical hit on a d20 roll of 19 or 20.
\nBlessing of the Wild. If you are a worshiper of Nylea, you gain all the following benefits for which you have the required piety:
\nPiety 10+. The bow has 1 randomly determined minor beneficial property.
\nPiety 25+. The bow has 1 randomly determined major beneficial property.
\nIf you aren’t a worshiper of Nylea, the bow has 1 randomly determined major detrimental property.
\nSee “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
\nArrows of the Seasons. The four arrows—each associated with a season—that accompany this bow can be fired only from it. Each arrow disappears immediately after it’s used, and it reappears in the quiver at the next dusk. The save DC against spells cast with the arrows is 18. Each arrow has a unique property:
\nSpring. As an action, you can fire this arrow, targeting a beast or a plant creature you can see within 320 feet of you. On a hit, the arrow deals no damage, and the target gains the benefits of the awaken spell for 8 hours.
\nSummer. As an action, you can fire this arrow at an unoccupied space on the ground that you can see within 320 feet of you, no attack roll required. A Nyxborn lynx is summoned in that space (use the stat block for a tiger with the Nyxborn traits from chapter 6). The lynx understands your verbal commands and obeys them as best it can, and it takes its turns immediately after yours. The emissary remains for 1 hour before fading away.
\nAutumn. As an action, you can fire this arrow at a space on the ground that you can see within 320 feet of you, no attack roll required, casting the wall of thorns spell there.
\nWinter. As an action, you can fire this arrow at a space that you can see within 320 feet of you, no attack roll required, casting the ice storm spell there.
\nDestroying the Bow. The bow can’t be destroyed without first destroying all its arrows. The winter arrow must be fed to a cerberus on the winter solstice. The spring arrow must be planted at the base of a Black Oak of Asphodel on the spring equinox. The summer arrow must be broken by a sea giant on the summer solstice. Then the autumn arrow must be shot into the carcass of a hydra on the autumnal equinox. When all four arrows are destroyed, the bow and quiver dissolve into dust.
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\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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\nIn addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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","unidentified":"Greataxe"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":7,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greataxe","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280843,"modifiedTime":1674385488744,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"HzukgXOFsSUArfbC","name":"Weapon of Certain Death, War Pick","type":"weapon","img":"icons/weapons/axes/pickaxe-double-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"War Pick","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":270,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434419,"originalName":"Weapon of Certain Death, War Pick","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you damage a creature with an attack using this magic war pick, the target can’t regain hit points until the start of your next turn.
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\nSpells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
\nAssisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{paralyzed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained}, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
","chat":"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Named for the warlord who infamously employed it, the Mighty Servant of Leuk-o is a fantastically powerful, 10-foot-tall machine that turns into an animate construct when piloted. Crafted of a gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a crew compartment within, from which up to two Medium creatures can control it—and potentially execute a spree of unstoppable destruction.
\nTales of the servant’s origins involve more conjecture than fact, often referring to otherworldly beings, the mysterious Barrier Peaks in Oerth, and the supposedly related device known as the Machine of Lum the Mad. The best details on the device’s origins and operation can be found in the Mind of Metal, a tome of artificer’s secrets that connects the device to the traditions of the lost Olman people, and which was written by Lum the Mad’s several times over granddaughter, Lum the Maestro, while she reconstructed the long disassembled Mighty Servant of Leuk-o.
\nDangerous Attunement. Two creatures can be attuned to the servant at a time. If a third creature tries to attune to it, nothing happens.
\nThe servant’s controls are accessed by a hatch in its upper back, which is easily opened while there are no creatures attuned to the artifact.
\nAttuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls. While crew members are attuning themselves, any creature or structure outside and within 50 feet of the servant has a 25 percent chance of being accidentally targeted by one of its Destructive Fist attacks once during the attunement. This process must be undergone every time a creature attunes itself to the artifact.
\nControlling the Servant. While any creatures are attuned to the artifact, attuned creatures can open the hatch as easily as any other door. Other creatures can open the hatch as an action with a successful DC 25 Dexterity check using thieves’ tools. A knock spell cast on the hatch also opens it until the start of the caster’s next turn.
\nA creature can enter or exit through the hatch by spending 10 feet of movement. Those inside the servant have total cover from effects originating outside it. The controls within it allow creatures to see outside without obstruction.
\nWhile you are inside the servant, you can command it by using the controls. During your turn (for either attuned creature), you can command it in the following ways:
\nWhile there are no attuned creatures inside the servant, it is an inert object.
\nGhost in the Machine. Upon his death, the soul of the mighty warlord Leuk-o was drawn into the artifact and has become its animating force. The servant has been known to attack or move of its own accord, particularly if doing so will cause destruction. Once every 24 hours, the servant, at the DM’s discretion, takes one action while uncrewed.
\nIf the servant loses half of its hit points or more, each creature attuned to it must succeed on a DC 20 Wisdom saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} for 24 hours. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} in this way, the creature goes on a destructive spree, seeking to destroy structures and attack any unattuned creatures within sight of the servant, starting with those threatening the artifact— preferably using the servant, if possible.
\nSelf-Destruct. By inputting a specific series of lever pulls and button presses, the servant’s two crew members can cause it to explode. The self-destruct code is not revealed to crew members when they attune to the artifact. If the code is discovered (the DM determines how), it requires two attuned crew members to be inside the servant and spend their actions on 3 consecutive rounds performing the command. Should the crew members begin the process of entering the code, though, the servant uses its Ghost in the Machine property and turns the crew members against each other.
\nIf the crew members successfully implement the code, at the end of the third round, the servant explodes. Every creature in a 100-foot-radius sphere centered on the servant must make a DC 25 Dexterity saving throw. On a failed save, a creature takes 87 (25d6) force damage, 87 (25d6) lightning damage, and 87 (25d6) thunder damage. On a successful save, a creature takes half as much damage. Objects and structures in the area take triple damage. Creatures inside the servant are slain instantly and leave behind no remains.
\nThis does not destroy the servant permanently. Rather, 2d6 days later, its parts—left arm, left leg, right arm, right leg, lower torso, and upper torso— drop from the sky in random places within 1,000 miles of the explosion. If brought within 5 feet of one another, the pieces reconnect and reform the servant.
\nDestroying the Servant. The servant can be destroyed in two ways. After it has self-destructed, its disconnected pieces can be melted down in one of the forge-temples of its ancient Olman creators. Alternatively, if the servant strikes the Machine of Lum the Mad, both artifacts explode in an eruption that is three times the size and three times the damage as the servant’s self-destruct property.
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","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 188","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385280870,"modifiedTime":1674385488770,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Hand Mortar (Exandria)","type":"weapon","system":{"description":{"value":"Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Explosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
Ammunition
All firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
\nOrcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
\nSome say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world.
\nThe Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
\nTo attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
\nTo attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
\nRandom Properties. The Eye of Vecna and the Hand of Vecna each have the following random properties:
\nProperties of the Eye. Your alignment changes to neutral evil, and you gain the following benefits:
\nProperties of the Hand. Your alignment changes to neutral evil, and you gain the following benefits:
\nProperties of the Eye and Hand. If you are attuned to both the hand and eye, you gain the following additional benefits:
\nDestroying the Eye and Hand. If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.
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\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
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\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nMagical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
\nAs an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
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\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nMagical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
\nAs an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
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\nContact. Contact poison can be smeared on an object and remains potent until it is touched or washed off. A creature that touches contact poison with exposed skin suffers its effects.
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\nAs a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.
This tome contains information and incantations necessary to make a stone golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
\nTo create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies.
\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nWhile wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
\nThe armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn’t enough space for the veteran, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
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\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen the Infiltrator’s Key reaches an awakened state, it gains the following properties:
\nWhen the Infiltrator’s Key reaches an exalted state, it gains the following properties:
\nThis tome contains information and incantations necessary to make a iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
\nTo create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies.
\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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\nName | \nAlignment | \nGem | \n
---|---|---|
Answerer | \nChaotic good | \nEmerald | \n
Back Talker | \nChaotic evil | \nJet | \n
Concluder | \nLawful neutral | \nAmethyst | \n
Last Quip | \nChaotic neutral | \nTourmaline | \n
Rebutter | \nNeutral good | \nTopaz | \n
Replier | \nNeutral | \nPeridot | \n
Retorter | \nLawful good | \nAquamarine | \n
Scather | \nLawful evil | \nGarnet | \n
Squelcher | \nNeutral evil | \nSpinel | \n
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
\nThe sword has 1d8 + 1 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 slain. When the sword has no charges remaining, it loses this property.
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\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nIvory Goats. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
\nThis 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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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.
","chat":"","unidentified":"Shortsword"},"source":"Dungeon Master's Guide","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385281006,"modifiedTime":1674385488926,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"JFA1u880O8c0nq2z","name":"Stormgirdle (Exalted)","type":"equipment","img":"icons/equipment/waist/belt-thick-gemmed-steel-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":273,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434373,"originalName":"Stormgirdle (Exalted)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A Stormgirdle is a wide belt made of thick leather branded with the symbol of Kord. The girdle’s clasps are made from dragon ivory.
\nWhile wearing the Stormgirdle in its dormant state, you have resistance to lightning damage and thunder damage, and your Strength score becomes 21 if it isn’t already 21 or higher. In addition, you can use an action to become a Storm Avatar for 1 minute, gaining the following benefits for the duration:
\nOnce you use the girdle’s Storm Avatar property, that property can’t be used again until the next dawn.
\nWhile wearing the Stormgirdle in its awakened state, you gain the following benefits:
\nWhile wearing the Stormgirdle in its exalted state, you gain the following benefits:
\nYou can doff this armor as an action.
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\nGem | \nSummoned Elemental | \n
---|---|
Blue Sapphire | \nAir Elemental | \n
Yellow Diamond | \nEarth Elemental | \n
Red Corundum | \nFire Elemental | \n
Emerald | \nWater Elemental | \n
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385281037,"modifiedTime":1674385488934,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"JJpArSw4J6ADyZEo","name":"Armor of Force Resistance, Plate","type":"equipment","img":"icons/equipment/chest/breastplate-layered-leather-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9332/542/637206546431691482.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9332/543/637206546434161941.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Force-Resistance-Plate.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5007,"originalName":"Armor of Force Resistance, Plate","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"
You have resistance to force damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":65,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385281044,"modifiedTime":1674385488937,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"JKI4uZ8QF34sbikP","name":"Luck Blade Rapier","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Control","Buff","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4945,"originalName":"Luck Blade Rapier","pack":"dnd5e.items","originalItemName":"Luck Blade Rapier","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
\nLuck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
\nWish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
","chat":"","unidentified":"Rapier"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod + 1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"rapier","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"mgc":true,"ada":false,"sil":false},"proficient":false,"attributes":{"spelldc":10},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385281049,"modifiedTime":1674385488940,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Khyber Dragonshard","type":"loot","system":{"description":{"value":"Khyber dragonshards are found deep in the earth, often near layers of magma. These living crystals typically grow on cavern walls, and superstition says they flourish in areas with significant fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
\nKhyber dragonshards have a affinity for binding magics. Elemental binding — which is behind airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals.
","chat":"","unidentified":"Gear"},"source":"Eberron: Rising from the Last War","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Component"],"sources":[{"sourceId":49,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":229,"originalName":"Khyber Dragonshard","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/ore-pile-purple.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229944,"modifiedTime":1674385488942,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"JMu5S7LAfjcBTayB"} {"_id":"JQsu5ukr1fQ0NoT4","name":"Orb of the Stein Rune","type":"equipment","img":"icons/commodities/materials/glass-orb.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Movement","Warding"],"sources":[{"sourceId":12,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5520,"originalName":"Orb of the Stein Rune"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it’s on your person.
\nIndomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
\nStone Soul. You can’t be petrified.
\nEarthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
\nGift of Stone. You can transfer the orb’s magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
\nShield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
\nBoots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
","chat":"This orb of granite is about the size of an adult human’s fist. The stein (stone) rune appears on it in the form of crystalline veins that run across the surface. The orb has the following properties, which work only while it’s on your person.
\nIndomitable Stand. As an action, you can channel the orb’s magic to hold your ground. For the next minute or until you move any distance, you have advantage on all checks and saving throws to resist effects that force you to move. In addition, any enemy that moves to a space within 10 feet of you must succeed on a DC 12 Strength saving throw or be unable to move any farther this turn.
\nStone Soul. You can’t be petrified.
\nEarthen Step. You can cast meld into stone as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
\nGift of Stone. You can transfer the orb’s magic to a nonmagical item — a shield or a pair of boots — by tracing the stein rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the orb is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
\nShield. The shield is now a rare magic item that requires attunement. While you wield it, you have resistance to all damage dealt by ranged weapon attacks.
\nBoots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
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\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
\nEarth. You gain resistance to a damage type of your choice until the start of your next turn.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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\nBack Talker is the Chaotic Evil sword and contains a jet as its gem.
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
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\n\n
Dragon | \nResistance | \n
---|---|
Black | \nAcid | \n
Blue | \nLightning | \n
Brass | \nFire | \n
Bronze | \nLightning | \n
Copper | \nAcid | \n
Gold | \nFire | \n
Green | \nPoison | \n
Red | \nFire | \n
Silver | \nCold | \n
White | \nCold | \n
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\nA 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.
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\nA 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.
\nLanguage Knowledge. You are fluent in one additional language while this pulsating bit of red jeweled crystal orbits your head. The DM chooses the language bestowed by the stone.
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\nWhile wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
","chat":"Skillfully carved from sandstone, this 1-foot-tall statuette depicts a shark twisting through the water with its mouth open. If any Tiny sea-dwelling animal is within 1 inch of the statuette’s mouth, the shark flashes to life and deals 1 piercing damage to it. The shark can deal damage in this way no more than once per hour.
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This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another Spies’ Murmur and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated}.
","chat":"","unidentified":"Wondrous item"},"source":"Guildmasters' Guide to Ravnica","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":38,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":316783,"originalName":"Spies’ Murmur","version":"3.2.7"}},"effects":[],"img":"icons/equipment/head/mask-plague-grey.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223308,"modifiedTime":1674385489024,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"KVGbm1ZNVGzfIXjb"} {"_id":"Kab0VeqS7H1m5XrO","name":"Two-Birds Sling","type":"weapon","img":"icons/weapons/slings/slingshot-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Sling","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":61,"pageNumber":198,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1752531,"originalName":"Two-Birds Sling","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +1 bonus to attack and damage rolls made with this weapon.
\nWhen you make a ranged attack with this sling and hit a target, you can cause the ammunition to ricochet toward a second target within 10 feet of the first, and then make a ranged attack against the second target.
","chat":"","unidentified":"Sling"},"source":"Mythic Odysseys of Theros pg 198","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[bludgeoning] + @mod + 1","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"sling","properties":{"amm":true,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288662,"modifiedTime":1674385489026,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Kgsrdiw7QRXP4HgH","name":"Armblade (Scimitar)","type":"weapon","img":"icons/skills/melee/spear-tips-triple-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scimitar","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215642,"originalName":"Armblade (Scimitar)","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne’s powers are activated.
\nAfter the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton’s throne room in the undersea citadel of Maelstrom. Fear of the throne’s power has helped prevent evil giants from challenging or threatening Hekaton’s leadership.
\nAny creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
\nAny creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne’s master.
\nProperties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne’s properties, which are as follows:
\nDestroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can’t be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne’s destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
","chat":"Built by dwarven gods and entrusted to the rulers of Shanatar, an ancient dwarven empire, the Wyrmskull Throne was a symbol of dwarven power and pride for ages untold. The throne hovers a foot off the ground and is a massive thing made of polished obsidian with oversized feet — the impaled skulls of four ancient blue dragons. Runes glisten in the carved obsidian, winking to life with blue energy when the throne’s powers are activated.
\nAfter the fall of Shanatar, the Wyrmskull Throne fell into the clutches of less honorable creatures. A band of adventurers wrested the throne from the aquatic elf tyrant Gantar Kraok and sold it to the storm giant Neri for a considerable fortune. Neri had the throne magically enlarged and gave it to her husband, King Hekaton, as a gift, along with one of the Ruling Scepters of Shanatar, which she had found in a wreck at the bottom of the Trackless Sea. Only a creature attuned to a Ruling Scepter and in possession of it can harness the powers of the Wyrmskull Throne, which has become the centerpiece of King Hekaton’s throne room in the undersea citadel of Maelstrom. Fear of the throne’s power has helped prevent evil giants from challenging or threatening Hekaton’s leadership.
\nAny creature not attuned to a Ruling Scepter who sits on the throne is paralyzed and encased in a magical force field. While encased, the creature can’t be touched or moved from the throne. Touching a Ruling Scepter to the force field dispels the field, though the creature remains paralyzed until it is separated from the throne.
\nAny creature seated on the throne can hear faint whispers in Draconic — the whisperings of the four blue dragons whose skulls adorn the throne. Although powerless, these spirits try to influence the decisions of the throne’s master.
\nProperties of the Throne. The throne has 9 charges and regains all expended charges daily at dawn. A creature that sits on the throne while attuned to a Ruling Scepter in its possession can harness the throne’s properties, which are as follows:
\nDestroying the Throne. The Wyrmskull Throne can be destroyed by breaking at least five Ruling Scepters of Shanatar simultaneously on it. This fact has never been recorded or sung of among the dwarves or any bards or storytellers, and it can’t be discovered with an ability check. Characters who want to destroy the throne must go on a quest to learn the method for doing so. The throne’s destruction triggers an explosion, as shards of obsidian fly out in all directions. Each creature and object within a 30-foot-radius sphere centered on the throne must succeed on a DC 21 Dexterity saving throw, taking 70 (20d6) slashing damage on a failed save, or half as much damage on a successful one.
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\nFortitude. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
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\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
A dire wolf tooth dangles from this simple cord necklace. While you wear it, the necklace grants you a +1 bonus to ability checks and saving throws.
\nCurse. Attuning to Harkon’s Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
\nUpon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
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\nCurse. Attuning to Harkon’s Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
\nUpon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
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\nRevivify. You can use an action to cast the revivify spell from the sword. You must touch the target with the sword to cast the spell. Once this property of the weapon is used, it can’t be used again until the next dawn.
\nSentience. Steel is a sentient, lawful good longsword with an Intelligence of 8, a Wisdom of 11, and a Charisma of 15. It can see and hear out to a range of 60 feet. The sword can speak, read, and understand Common and Draconic. It frets over your well-being while you are attuned to it, and it doesn’t like to back down from a fight.
While a white rose is held, it is covered with frost as a harmless visual effect.
\nWhile holding the rose by its stem, you gain resistance to cold damage. If you would take more than 10 cold damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.
\nAs an action, you can blow the petals from the rose to produce a 20-foot cone of cold. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 cold damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.
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\nLuck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
\nWish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
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\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\n@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
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\nIn addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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\nYou gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human.
\nThe axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
\nAs an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
","chat":"In the Year of the Icy Axe (123 DR), the frost giant lord Gurt fell to Uthgar Gardolfsson—leader of the folk who would become the Uthgardt barbarians—in a battle that marked the ascendance of humankind over the giants in the Dessarin Valley. Gurt’s greataxe was buried in Morgur’s Mound until it was unearthed and brought back to Waterdeep. After laying in the city’s vaults for decades, the axe was given to Harshnag, a frost giant adventurer, in recognition of his service to Waterdeep. Uthgardt barbarians recognize the weapon on sight and attack any giant that wields it.
\nYou gain a +1 bonus to attack and damage rolls made with this magic weapon. It is sized for a giant, weighs 325 pounds, and deals 3d12 slashing damage on a hit, plus an extra 2d12 slashing damage if the target is human.
\nThe axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions.
\nAs an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0.5,"price":0.01,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":30,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":0.01,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":79,"originalName":"Sack","version":"3.2.7"}},"effects":[],"img":"icons/containers/bags/sack-cloth-orange.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224216,"modifiedTime":1674385490758,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"LzB1tHRLSDFRb12Y"} {"_id":"M34mqVjWHTQ248Uy","name":"Potion of Greater Healing","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-glowing-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Healing","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"alternativeNames":["Potion of Greater Healing"]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5133,"originalName":"Potion of Healing (Greater)","pack":"dnd5e.items","originalItemName":"Potion of Healing (Greater)","replaced":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The potion's red liquid glimmers when agitated.
\nYou regain 4d4+4 hit points when you drink this potion.
\n\n
","chat":"","unidentified":""},"source":"DMG pg. 187","quantity":1,"weight":0.1,"price":150,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":"inst"},"cover":null,"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":null,"long":null,"units":"touch"},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["4d4 + 4","healing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"consumes":{"type":"","target":null,"amount":null},"charges":{"value":1,"max":1,"_deprecated":true},"autoUse":{"value":true,"_deprecated":true},"autoDestroy":{"value":true,"_deprecated":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288828,"modifiedTime":1674385490761,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"M3TF2wbkTdALfZrL","name":"Pike, +1","type":"weapon","img":"icons/weapons/polearms/pike-flared-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Pike","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5250,"originalName":"Pike, +1","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nMost of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby’s hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund’s tiny hut, mass suggestion, mislead, misty step, Mordenkainen’s faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.
\nYou can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
\nWhen the Grimoire Infinitus reaches an awakened state, it gains the following properties:
\nWhen the Grimoire Infinitus reaches an exalted state, it gains the following properties:
\nWhile you wear this cloak with its hood up, Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks made to see you have disadvantage, and you have advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook pg 200","quantity":1,"weight":6,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":4,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"shield","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288842,"modifiedTime":1674385490771,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"M9Tlji3qhN3TZRXJ","name":"Shortsword of Wounding","type":"weapon","img":"icons/weapons/swords/shortsword-hooked-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Shortsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":["Per Wound, DC 15 Constitution Save Ends Effect"],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5179,"originalName":"Shortsword of Wounding","pack":"dnd5e.items","originalItemName":"Shortsword of Wounding","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}) check, ending the effect of such wounds on it on a success.
","chat":"","unidentified":"Shortsword"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"Roll Other damage: [1d4] Per Wound, DC 15 Constitution Save Ends Effect","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod","piercing"]],"versatile":""},"formula":"1d4[necrotic]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"mgc":true,"ada":false,"sil":false},"proficient":false,"attributes":{"spelldc":10},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288845,"modifiedTime":1674385490774,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"MA5kQdhbfnRU0BTf","name":"Absorbing Tattoo, Lightning","type":"equipment","img":"icons/magic/lightning/bolt-forked-large-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":119,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2400527,"originalName":"Absorbing Tattoo, Lightning","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo features yellow designs.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nDamage Resistance. While the tattoo is on your skin, you have resistance to lightning damage.
\nDamage Absorption. When you take lightning damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.
\nAs an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
","chat":"While holding this drum, you gain a bonus to spell attack rolls and to the saving throw DCs of your bard spells. The bonus is determined by the drum’s rarity.
\nAs an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
","unidentified":"Wondrous item"},"source":"Tasha’s Cauldron of Everything pg 134","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288853,"modifiedTime":1674385490782,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"MJbptURTz3Lq89wy","name":"Seeker Dart","type":"weapon","img":"icons/weapons/ammunition/arrows-war-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Dart","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Control"],"sources":[{"sourceId":10,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5582,"originalName":"Seeker Dart"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"This small dart is decorated with designs like windy spirals that span the length of its shaft.
\nWhen you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
\nWhen the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.
","chat":"This small dart is decorated with designs like windy spirals that span the length of its shaft.
\nWhen you whisper the word “seek” and hurl this dart, it seeks out a target of your choice within 120 feet of you. You must have seen the target before, but you don’t need to see it now. If the target isn’t within range or if there is no clear path to it, the dart falls to the ground, its magic spent and wasted. Otherwise, elemental winds guide the dart instantly through the air to the target. The dart can pass though openings as narrow as 1 inch wide and can change direction to fly around corners.
\nWhen the dart reaches its target, the target must succeed on a DC 16 Dexterity saving throw or take 1d4 piercing damage and 3d4 lightning damage. The dart’s magic is then spent, and it becomes an ordinary dart.
","unidentified":"Dart"},"source":"Princes of the Apocalypse","quantity":1,"weight":0.25,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[piercing] + @mod","piercing"],["3d4[lightning]","lightning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"dart","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288855,"modifiedTime":1674385490785,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"MJuSUhqD9CvHmthC","name":"Living Gloves, Mason's Tools","type":"equipment","img":"icons/equipment/hand/glove-ringed-cloth-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":49,"pageNumber":278,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1085738,"originalName":"Living Gloves, Mason's Tools","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with Mason's Tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
","chat":"","unidentified":"Wondrous item"},"source":"Eberron: Rising from the Last War pg 278","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288858,"modifiedTime":1674385490787,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"MLNBcT1WUh1UvpTB","name":"Oathbow","type":"weapon","img":"icons/weapons/bows/bow-recurve-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longbow","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/19/186/636382353298442504.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/323/636284755900680632.jpeg","filterType":"Weapon","tags":["Damage","Combat","Bane"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":183,"sourceType":1}],"restrictions":["Against Sworn Enemy"],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Oathbow.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4686,"originalName":"Oathbow","pack":"dnd5e.items","originalItemName":"Oathbow","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
\nWhen you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
\nWhile your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":60,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"splint","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288881,"modifiedTime":1674385490814,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"McT1X0DAohvyreb8","name":"Blue Chromatic Rose","type":"equipment","img":"ddb-images/other/item-Wondrous-item.jpg","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":79,"pageNumber":208,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3895562,"originalName":"Blue Chromatic Rose","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While a blue rose is held, it crackles with lightning as a harmless visual effect.
\nWhile holding the rose by its stem, you gain resistance to lightning damage. If you would take more than 10 lightning damage from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.
\nAs an action, you can blow the petals from the rose to produce a 20-foot cone of lightning. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 lightning damage on a failed save, or half as much damage on a successful one. Using this property destroys the rose.
","chat":"","unidentified":"Wondrous item"},"source":"The Wild Beyond the Witchlight pg 208","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288884,"modifiedTime":1674385490817,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"MdOGbXPy7xXcfFMK","name":"Blade of Broken Mirrors","type":"weapon","img":"icons/weapons/daggers/dagger-bone-engraved-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Dagger","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":275,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434257,"originalName":"Blade of Broken Mirrors","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.
\nSentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
\nPersonality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
\nThe dagger grants the following benefits in its dormant state:
\nWhen the dagger reaches an awakened state, it gains the following properties:
\nWhen the dagger reaches an exalted state, it gains the following properties:
\n\nBETRAYER ARTIFACT PROPERTIES
\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information.
\n
This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
\nIf you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
\nOnce every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
","chat":"This whistle is carved from transparent crystal, and it resembles a tiny dragon curled up like a snail. The name Night Caller is etched on the whistle in Dwarvish runes. If a character succeeds on a DC 20 Intelligence (Arcana or History) check, the character recalls lore that says the duergar made several such whistles for various groups in an age past.
\nIf you blow the whistle in darkness or under the night sky, it allows you to cast the animate dead spell. The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the whistle has animated an undead creature, it can’t do so again until 7 days have passed.
\nOnce every 24 hours, you can blow the whistle to reassert control over one or two creatures you animated with it.
","unidentified":"Wondrous item"},"source":"The Sunless Citadel pg 228","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288889,"modifiedTime":1674385490824,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Chalcedony","type":"loot","system":{"description":{"value":"An opaque white gemstone worth 50 gold pieces.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":50,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":50,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":263,"originalName":"Chalcedony","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-cluster-blue-white.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230143,"modifiedTime":1674385490827,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"Mkx6Vg8EeFThWVfq"} {"_id":"Ml2uqOmn8IRBBiGb","name":"Stone of Golorr","type":"equipment","img":"icons/commodities/stone/ore-pile-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/4459/598/636708330562502779.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/4459/599/636708330563283805.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":35,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Stone-of-Golorr.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":254348,"originalName":"Stone of Golorr"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
\nRandom Properties. The Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
\nLegend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell.
\nBy using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can’t lie to you, but the information it provides is often cryptic or vague.
\nThe aboleth knows where Lord Neverember’s secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.
\nFailed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically.
\nSentience. The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.
\nThe Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide).
\nPersonality. The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.
\nDestroying the Stone. While in stone form, the aboleth isn’t a creature and isn’t subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone’s remains. The aboleth is incensed by the stone’s destruction, and it attacks all other creatures it can see.
","chat":"The Stone of Golorr is a glossy, greenish-gray stone that fits in the palm of your hand. The stone is actually an aboleth named Golorr, transformed by magic into an object.
\nRandom Properties. The Stone of Golorr has the following properties, determined by rolling on the tables in the “Artifacts” section in chapter 7 of the Dungeon Master’s Guide:
\nLegend Lore. The Stone of Golorr has 3 charges and regains 1d3 expended charges daily at dawn. While holding the stone, you can expend 1 of its charges to cast the legend lore spell.
\nBy using the stone to cast legend lore, you communicate directly with the aboleth, and it shares its knowledge with you. The aboleth can’t lie to you, but the information it provides is often cryptic or vague.
\nThe aboleth knows where Lord Neverember’s secret vault is located. It also knows that three keys are needed to open the vault and that a gold dragon named Aurinax inhabits the vault and guards its treasures.
\nFailed Memory. When your attunement to the Stone of Golorr ends, you must make a DC 16 Wisdom saving throw. On a failed save, you lose all memory of the stone being in your possession and all knowledge imparted by it. A remove curse spell cast on you has a 20 percent chance of restoring the lost knowledge and memories, and a greater restoration spell does so automatically.
\nSentience. The Stone of Golorr is a sentient lawful evil magic item with an Intelligence of 18, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet. It can communicate telepathically with the creature that is attuned to it, as long as that creature understands at least one language. In addition, the aboleth learns the greatest desires of any creature that communicates telepathically with the stone.
\nThe Stone of Golorr hungers for information and prefers not to remain in the clutches of any creature for too long. Whenever the stone desires a new owner, it demands to be given to another intelligent creature as quickly as possible. If its demands are ignored, it tries to take control of its owner (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide).
\nPersonality. The Stone of Golorr has an alien intellect that is both domineering and hungry for knowledge. It thinks of itself as an ageless and immortal god.
\nDestroying the Stone. While in stone form, the aboleth isn’t a creature and isn’t subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone’s remains. The aboleth is incensed by the stone’s destruction, and it attacks all other creatures it can see.
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\nTattoo Rarity | \nArea Covered | \n
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Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
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\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","unidentified":"Longsword"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod","slashing"]],"versatile":"1d10[slashing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288934,"modifiedTime":1674385490874,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"NFhtiz10VBHeezkA","name":"All-Purpose Tool, +2","type":"equipment","img":"icons/weapons/sickles/sickle-hooked-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":119,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2400656,"originalName":"All-Purpose Tool, +2","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the \"Equipment\" chapter in the Player’s Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.
\nWhile holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
\nAs an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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.
","chat":"","unidentified":"Quarterstaff"},"source":"Dungeon Master's Guide","quantity":1,"weight":4,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod","bludgeoning"]],"versatile":"1d8[bludgeoning] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"quarterstaff","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288939,"modifiedTime":1674385490879,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"NKrKHnJZ7tSaoViD","name":"Crystal Scimitar","type":"weapon","img":"icons/commodities/gems/gem-rough-cushion-purple-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scimitar","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":81,"pageNumber":22,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047188,"originalName":"Crystal Scimitar","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
\nThe sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
\nWhile you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
","chat":"","unidentified":"Scimitar"},"source":"Fizban's Treasury of Dragons pg 22","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[slashing] + @mod","slashing"],["1d8[radiant]","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"scimitar","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288942,"modifiedTime":1674385490882,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"NLvUHK1gWftYMe9v","name":"Folding Boat","type":"equipment","img":"icons/environment/traps/cage-simple-wood.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/97/636382328639219394.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/221/636284734578163027.jpeg","filterType":"Wondrous item","tags":["Movement","Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":170,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Folding-Boat.jpeg","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4639,"originalName":"Folding Boat","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
\nOne command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
\nThe second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
\nWhen the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
\nThe third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 170","quantity":1,"weight":4,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288945,"modifiedTime":1674385490885,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Pouch","type":"backpack","system":{"description":{"value":"A cloth or leather pouch can hold 1/5 cubic foot/ 6 pounds of gear - or up to 20 sling bullets or 50 blowgun needles, among other things. A compartmentalized pouch for holding spell components is called a component pouch.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":0.5,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":6,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":0.5,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":72,"originalName":"Pouch","version":"3.2.7"}},"effects":[],"img":"icons/containers/bags/pouch-simple-leather-tan.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224172,"modifiedTime":1674385490887,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"NNfJFL0rfDmsiqeF"} {"_id":"NNkXMdn0cjMWgauc","name":"Outer Essence Shard, Chaotic","type":"equipment","img":"icons/commodities/gems/gem-fragments-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":133,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2405547,"originalName":"Outer Essence Shard, Chaotic","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This flickering crystal holds the essence of an Outer 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.
\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
\nChaotic. Choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nYou can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Control Weather, Cure Wounds (5th level), Wall of Thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
\nYou can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
This set of clothes could consist of a loose shirt and baggy breeches, or a loose shirt and skirt or overdress. Cloth wrappings are used for shoes.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":0.5,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0.5,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Social","Outerwear"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":38,"originalName":"Clothes, Common","version":"3.2.7"}},"effects":[],"img":"icons/equipment/leg/pants-brown-leather-pants.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223953,"modifiedTime":1674385490897,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"NPUHP9N8H4u8xP50"} {"name":"Piton","type":"loot","system":{"description":{"value":"When a wall doesn’t offer handholds and footholds, you can make your own. A piton is a steel spike with an eye through which you can loop a rope.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0.25,"price":0.05,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0.05,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":67,"originalName":"Piton","version":"3.2.7"}},"effects":[],"img":"icons/tools/fasteners/pin-spiked.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224139,"modifiedTime":1674385490899,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"NQQegTv1hlwyS06s"} {"_id":"NQZJqsGYwqHPwW5Y","name":"Potion of Storm Giant Strength","type":"consumable","img":"icons/consumables/potions/bottle-circular-corked-labeled-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Buff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5132,"originalName":"Potion of Storm Giant Strength","pack":"dnd5e.items","originalItemName":"Potion of Storm Giant Strength","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
\nThis potion's transparent liquid has floating in it a sliver of fingernail from a storm giant.
","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288964,"modifiedTime":1674385490901,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Fishing Tackle","type":"loot","system":{"description":{"value":"This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":4,"price":1,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":1,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Social","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":44,"originalName":"Fishing Tackle","version":"3.2.7"}},"effects":[],"img":"icons/tools/fishing/reel-brown-white.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223985,"modifiedTime":1674385490903,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"NRbRorXB3Tesjwhb"} {"_id":"NcbU51C6Q22PDyd1","name":"Armor of Poison Resistance, Chain Shirt","type":"equipment","img":"icons/commodities/metal/mail-chain-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9334/576/637206648997377862.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9334/577/637206648998696230.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Poison-Resistance-Chain-Shirt.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5038,"originalName":"Armor of Poison Resistance, Chain Shirt","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to poison damage while you wear this armor.
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\nYou gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
\nEarth Mastery. You gain the following benefits while you hold Ironfang:
\nShatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.
\nThe Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn.
\nFlaw. Ironfang heightens its wielder’s destructive nature. While attuned to the weapon, you gain the following flaw: “I like to break things and cause ruin.”
","chat":"A war pick forged from a single piece of iron, Ironfang has a fang-like head inscribed with ancient runes. The pick is heavy in the hand, but when the wielder swings the pick in anger, the weapon seems almost weightless. This weapon is immune to any form of rust, acid, or corrosion — nothing seems to mark it. Ironfang contains a spark of moch, the Prince of Evil Earth.
\nYou gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 1d8 thunder damage.
\nEarth Mastery. You gain the following benefits while you hold Ironfang:
\nShatter. Ironfang has 3 charges. You can use your action to expend 1 charge and cast the 2nd-level version of shatter (DC 17). Ironfang regains 1d3 expended charges daily at dawn.
\nThe Rumbling. While inside an earth node, you can perform a ritual called the Rumbling, using Ironfang to create a devastation orb of earth (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Ironfang can’t be used to perform the ritual again until the next dawn.
\nFlaw. Ironfang heightens its wielder’s destructive nature. While attuned to the weapon, you gain the following flaw: “I like to break things and cause ruin.”
","unidentified":"War Pick"},"source":"Princes of the Apocalypse","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod + 2","piercing"],["1d8[thunder]","thunder"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warpick","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288971,"modifiedTime":1674385490908,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"NfiMutnUbwiU55iB","name":"Polymorph Blade, Scimitar","type":"weapon","img":"icons/weapons/swords/scimitar-bone.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scimitar","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":40,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":352056,"originalName":"Polymorph Blade, Scimitar"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","unidentified":"Scimitar"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"scimitar","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288974,"modifiedTime":1674385490911,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"NgiWB5fO44nNvPJz","name":"Flail of Tiamat","type":"weapon","img":"icons/weapons/maces/flail-triple-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Flail","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":81,"pageNumber":23,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047219,"originalName":"Flail of Tiamat","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true,true,true,true,true,true],"altValue":[true,true,true,true,true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic flail is made in the image of Tiamat, with five jagged heads shaped like the heads of five different chromatic dragons. You gain a +3 bonus to attack and damage rolls made with this flail. When you hit with an attack roll using it, the target takes an extra 5d4 damage of your choice of one of the following damage types: acid, cold, fire, lightning, or poison.
\nWhile holding the flail, you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Each creature in that area must make a DC 18 Dexterity saving throw. On a failed save, it takes 14d6 damage of one of the following damage types (your choice): acid, cold, fire, lightning, or poison. On a successful save, it takes half as much damage. Once this action is used, it can’t be used again until the next dawn.
","chat":"","unidentified":"Flail"},"source":"Fizban's Treasury of Dragons pg 23","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod + 3","bludgeoning"],["5d4[acid]","acid"],["5d4[cold]","cold"],["5d4[fire]","fire"],["5d4[lightning]","lightning"],["5d4[poison]","poison"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"flail","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385288976,"modifiedTime":1674385490914,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Luba's Tarokka of Souls","type":"equipment","system":{"description":{"value":"Not all lingering spirits are tragic souls, lost on their way to the hereafter. Some languish as prisoners, souls so wicked mortals dare not free them upon an unsuspecting afterlife.
\nCreated by a figure of Vistani legend, Luba’s Tarokka of Souls shaped the destiny of countless heroes. The prophecies of this deck of cards also revealed great evils and guided its creator into the path of nefarious forces. Untold times the deck’s creator, Mother Luba, narrowly escaped doom, spared only by her keen insights. But even for her, not all wickedness could be escaped. In the most dire cases, Mother Luba managed to ensnare beings of pure evil amid the strands of fate, imprisoning them within her tarroka deck. There these foul spirits dwell still, trapped within a nether-realm hidden amid shuffling cards, waiting for fate to turn foul— as it inevitably will.
\nLike all tarokka decks, the Tarokka of Souls is a lavishly illustrated collection of fifty-four cards, comprising the fourteen cards of the high deck and forty other cards divided into four suits: coins, glyphs, stars, and swords.
\nRandom Properties. The artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nSpells. While holding the deck, you can use an action to cast one of the following spells (save DC 18) from it: comprehend languages, detect evil and good, detect magic, detect poison and disease, locate object, or scrying. Once you use the deck to cast a spell, you can’t cast that spell again from it until the next dawn.
\nEnduring Vision. While holding the deck, you automatically succeed on Constitution saving throws made to maintain your concentration on divination spells.
\nTwist of Fate. As an action, you can draw a card from the deck and twist the fortune of another creature you can see within 15 feet of you. Choose one of the following effects:
\nWeal. The creature has advantage on attack rolls, ability checks, and saving throws for the next hour.
\nWoe. The creature has disadvantage on attack rolls, ability checks, and saving throws for the next hour.
\nThe deck can be used in this way twice, and you regain all expended uses at the next dawn.
\nPrisoners of Fate. Whenever you use the Twist of Fate property, there is a chance that one of the souls trapped in the deck escapes. Roll d100 and consult the Souls of the Tarokka table. If you roll one of the high cards, the soul associated with it escapes. You can find its statistics in the Monster Manual. If you roll a soul that has already escaped, roll again.
\nd100 | \nCard | \nSoul | \n
---|---|---|
1 | \nArtifact | \nFlameskull | \n
2 | \nBeast | \nWraith | \n
3 | \nBroken One | \nBanshee | \n
4 | \nDarklord | \nVampire | \n
5 | \nDonjon | \nMummy | \n
6 | \nExecutioner | \nDeath knight | \n
7 | \nGhost | \nGhost | \n
8 | \nHorseman | \nMummy lord | \n
9 | \nInnocent | \nGhost | \n
10 | \nMarionette | \nMummy | \n
11 | \nMists | \nWraith | \n
12 | \nRaven | \nVampire spawn | \n
13 | \nSeer | \nVampire | \n
14 | \nTempter | \nVampire spawn | \n
15-00 | \n— | \n— | \n
The released soul appears at a random location within 10d10 miles of you and terrorizes the living. Until the released soul is destroyed, it gains the benefit of a weal from the deck’s Twist of Fate property, and both you and the original target of Twist of Fate suffer the effect of woe.
\nShuffling Fate. If you go 7 days without using the Twist of Fate property, your attunement to Luba’s Tarroka of Souls ends, and you can’t attune to it again until after another creature uses Twist of Fate on you.
\nDestroying the Deck. Luba’s Tarokka of Souls can be destroyed only if all fourteen souls within are released and destroyed. This reveals a fifteenth soul, a lich, that inhabits the Nether card, which appears only when the fourteen souls are defeated. If this ancient entity is destroyed, the Nether card vanishes and the deck becomes a normal tarokka deck, with no special properties, but it includes a new card of the DM’s design.
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\nThe creator of the Tarokka of Souls, Mother Luba was one of the most influential leaders of the Vistani. For untold generations, the Vistani have wandered the Shadowfell, which includes terrifying demiplanes like the vampire-haunted realm of Barovia. These travelers have learned many secrets of these domains and encountered countless others wandering amid the Shadowfell’s horrors. Most Vistani bands accept well-intentioned wayfarers from diverse walks and of disparate origins, embracing any who seek to find a home amid the endless roads and vistas hidden amid the mists.
\nA halfling Vistani, Mother Luba led one of the largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience—ever rare to find in the Plane of Shadow. She led her people in welcoming strangers, feeding the hungry, and defying the cruel. She and Madam Eva were once friends, until Madam Eva began bargaining with the creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
\nSome years ago, Mother Luba disappeared into the mists, leaving behind only the Tarokka of Souls. It is said that if you draw the Mists card from it, you can hear the whispers of her kind voice.
\n
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
\nLast Quip is the Chaotic Neutral sword and contains a tourmaline as its gem.
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
\nThe staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
This scarf is made of sturdy cloth and covered in platinum-colored scales.
\nAs an action, you can pull a scale from the scarf and speak a command word. When you do so, choose one of the following effects:
\nBreath of Life. The scale disappears, and you or a creature you touch regains 10d4 hit points.
\nPlatinum Shield. For 1 hour or until you dismiss it (no action required), the scale becomes a +1 shield, which you or another creature can use. A creature wielding the shield has immunity to radiant damage.
\nRadiant Hammer. For 1 hour or until you dismiss it (no action required), the scale becomes a magic light hammer, which you or another creature can use. The weapon deals 2d4 radiant damage, instead of the bludgeoning damage normal for a light hammer. It deals an extra 2d4 radiant damage to chromatic dragons.
\nOnce three scales have been pulled from the scarf, no more scales can be removed until the next dawn, when all the missing scales grow back. If you pull off a scale but don’t speak a command word, it disappears after 1 minute.
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\nTime Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
\nFate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature’s turn, or can take an action immediately even though it isn’t the creature’s turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn.
\nPart of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
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\nWhile attuned to these gloves, you are proficient with Painter's Supplies and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nd10 | \nCreature Type | \n
1 | \nAberrations | \n
2 | \nCelestials | \n
3 | \nConstructs | \n
4 | \nDragons | \n
5 | \nElementals | \n
6 | \nFey | \n
7 | \nFiends | \n
8 | \nGiants | \n
9 | \nMonstrosities | \n
10 | \nUndead | \n
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
\nEach lantern of tracking is designed to track down a certain type of creature, which is determined by rolling on the Lantern of Tracking table. Once determined, this creature type can’t be changed. While the lantern is within 300 feet of any creature of that type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
\nd10 | \nCreature Type | \n
1 | \nAberrations | \n
2 | \nCelestials | \n
3 | \nConstructs | \n
4 | \nDragons | \n
5 | \nElementals | \n
6 | \nFey | \n
7 | \nFiends | \n
8 | \nGiants | \n
9 | \nMonstrosities | \n
10 | \nUndead | \n
You have a +3 bonus to AC while wearing this armor.
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\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
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\nEach creature within 20 feet of an exploding fragmentation grenade must make a DC 15 Dexterity saving throw, taking 5d6 piercing damage on a failed save, or half as much damage on a successful one.
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\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
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\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nWhile you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
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\nStarting at rank 3, you can use an action to make a DC 15 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) check and search your cartographer’s map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent landmark. The map has information on the natural terrain within one mile of the landmark. Once you use this feature, you cannot use it again until dawn seven days later.
\nd8 | \nLandmark | \n
---|---|
1 | \nThe Ancient Sarcophagus of Gerald Smith | \n
2 | \nA tree labeled “This tree” | \n
3 | \n“The Last Resting Place of My Rich Brother that is Also a Bear Cave” | \n
4 | \nA range of peaks known as the Slightly Wobbly Spires | \n
5 | \nAn ever-flowing, nonmagical spigot of pure, clear water in the middle of nowhere | \n
6 | \nA cave filled with screaming bioluminescent worms | \n
7 | \nThe most haunted forest for ten miles in any direction | \n
8 | \nA huge pile of rocks with no other rocks within sight | \n
This rod has a flanged head and the following properties.
\nAlertness. While holding the rod, you have advantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks and on rolls for initiative.
\nSpells. While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
\nProtective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} hostile creature that is also in the bright light.
\nThe rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
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\nThe gem regains 1d3 expended charges daily at dawn.
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\nWhile the lantern is within 300 feet of any creature of the Fiend type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
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d20 | \nBead of... | \nSpell | \n
---|---|---|
1-6 | \nBlessing | \nBless | \n
7-12 | \nCuring | \nCure wounds (2nd level) or lesser restoration | \n
13-16 | \nFavor | \nGreater restoration | \n
17-18 | \nSmiting | \nBranding smite | \n
19 | \nSummons | \nPlanar ally | \n
20 | \nWind walking | \nWind walk | \n
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\nThe 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.
It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to keep the weapons working while mastering their use.
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\nDamage Resistance. While the tattoo is on your skin, you have resistance to poison damage.
\nDamage Absorption. When you take poison damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
When you grasp this walking cane and use a bonus action to speak the command word, it transforms into an ordinary longsword and ceases to be magical.
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\nThe wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
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\nAt rank 4, your obviator’s lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
\nAdditionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
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\nThe 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.
Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nSiberys dragonshards have a close affinity to dragonmarks and are a vital part of any dragonmark focus item. Larger shards may be required for eldritch machines or used in the creation of legendary items or artifacts.
","chat":"","unidentified":"Gear"},"source":"Eberron: Rising from the Last War","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Component"],"sources":[{"sourceId":49,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":230,"originalName":"Siberys Dragonshard","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/ore-pile-gold.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229950,"modifiedTime":1674385491072,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"OzaCVN6NpzhdDwLl"} {"_id":"P05SpyrRY7v9UuxI","name":"Docent","type":"equipment","img":"icons/commodities/gems/pearl-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Communication","Detection","Utility","Sentient"],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215652,"originalName":"Docent","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A docent is a small metal sphere, about 2 inches across, studded with dragonshards. To attune to a docent, you must embed the item somewhere on your body, such as your chest or your eye socket.
\nSentience. A docent is a sentient item of any alignment with an Intelligence of 16, a Wisdom of 14, and a Charisma of 14. It perceives the world through your senses. It communicates telepathically with you and can speak, read, and understand any language it knows (see “Random Properties” below).
\nLife Support. Whenever you end your turn with 0 hit points, the docent can make a Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}) check with a +6 bonus. If this check succeeds, the docent stabilizes you.
\nRandom Properties. A docent has the following properties:
\nLanguages. The docent knows Common, Giant, and 1d4 additional languages chosen by the DM. If a docent knows fewer than six languages, it can learn a new language after it hears or reads the language through your senses.
\nSkills. The docent has a +7 bonus to one of the following skills (roll a d4): (1) @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}, (2) @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}, (3) @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}, or (4) @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}.
\nSpells. The docent knows one of the following spells and can cast it at will, requiring no components (roll a d6): (1–2) detect evil and good or (3–6) detect magic. The docent decides when to cast the spell.
\nPersonality. A docent is designed to advise and assist the warforged it’s attached to. One of the simple functions of a docent is to serve as a translator. The docent’s properties are under its control, and if you have a bad relationship with your docent, it might refuse to assist you.
You have a +3 bonus to attack and damage rolls made with this magic weapon.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":65,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":20,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385289139,"modifiedTime":1674385491086,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"P5BEZnFzmwpTxm7Q","name":"Ioun Stone of Intellect","type":"equipment","img":"icons/commodities/stone/ore-pile-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4936,"originalName":"Ioun Stone of Intellect","pack":"dnd5e.items","originalItemName":"Ioun Stone of Intellect","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nIntellect. Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
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\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nGhostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
\nThis 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 spellbook for you.
\nWhile you are holding the book, you can use it as a spellcasting focus for your wizard spells.
\nThe 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:
\nYou gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":5,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Holy Symbol","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":161,"originalName":"Reliquary","version":"3.2.7"}},"effects":[],"img":"icons/commodities/treasure/box-jade-tassel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224708,"modifiedTime":1674385491118,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"PJinfF8xZBQoL7B1"} {"_id":"PKABEMpAvcBG2jlK","name":"Teeth of Dahlver-Nar","type":"equipment","img":"icons/commodities/bones/tooth-molar-white.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/13904/510/637411382270948817.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13904/511/637411382272491822.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Teeth-of-Dahlver-Nar.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408620,"originalName":"Teeth of Dahlver-Nar","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life.
\nUsing the Teeth. While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later).
\nIf you don’t sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below).
\nEach tooth can only be used once. Track which teeth have been used. If a tooth’s result is rolled after it’s been used, you draw the next lowest unused tooth on the table.
\nSowing Teeth. To sow the tooth, you place it on the ground in an unoccupied space within your reach, or you throw it into an unoccupied space within 10 feet of you in a body of water that is at least 50 feet wide and 50 feet long. Upon doing so, the tooth burrows into the ground and vanishes, leaving no hole behind, or it vanishes into the water. The creatures noted in the Creatures Summoned column appear in an unoccupied space as close to where the tooth was sown as possible. The creatures are allies to you, speak all languages you speak, and linger for 10 minutes before disappearing, unless otherwise noted.
\nImplanting Teeth. To implant the tooth, you place it in your mouth, whereupon one of your own teeth falls out, and the drawn tooth takes its place, resizing to fit in your mouth. Once the tooth is implanted, you gain the effect noted in the Implanted Effect column. The tooth can’t be removed while you are attuned to the teeth, and you can’t voluntarily end your attunement to them. If removed after your death, the tooth vanishes. You can have a maximum number of the teeth implanted at one time equal to 1 + your Constitution modifier (minimum of 2 teeth total). If you try to implant more teeth, the newly implanted tooth replaces one of the previous teeth, determined randomly. The replaced tooth vanishes, and you lose the implanted effect.
\nRecovering Teeth. Once all the teeth have vanished, their pouch also vanishes. The pouch with all the teeth then appears in a random destination, which could be on a different world of the Material Plane.
\nDestroying the Teeth. Each tooth must be destroyed individually by sowing it in the area where the tooth’s story originated, with the intention to destroy it. When planted in this way, creatures summoned are not friendly to you and do not vanish. Some of the creatures summoned merely head off in search of home, while others act as their tales dictate. In either case, the tooth is gone forever.
\n1d20 | \nTale and Tooth | \nCreatures Summoned | \nImplanted Effect | \n
---|---|---|---|
1 | \nThe Staring Cats of Uldun-dar (ivory cat molar) | \n9 cats | \nThe tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you. | \n
2 | \nDuggle’s Surprising Day (human molar) | \n1 commoner | \nWhen you finish a long rest, the tooth casts sanctuary (DC 18) on you, and the spell lasts for 24 hours or until you break it. | \n
3 | \nThe Golden Age of Dhakaan (golden goblin bicuspid) | \n10 goblins, 1 goblin boss | \nWhen you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can’t use this reaction again until you finish a short or long rest. | \n
4 | \nThe Mill Road Murders (halfling canine) | \n3 green hags in a coven | \nWhen you damage a target that hasn’t taken a turn in this combat, the target takes an extra 3d10 slashing damage from ghostly blades. | \n
5 | \nDooms of the Malpheggi (emerald lizardfolk fang) | \n1 lizardfolk queen and 4 lizardfolk | \nYou gain reptilian scales, granting you a +2 bonus to your AC. Additionally, when you finish a long rest, you must succeed on a DC 15 Constitution saving throw or gain 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}. | \n
6 | \nThe Stable Hand’s Secret (sweet-tasting human canine) | \n2 incubi | \nWhen you make a Charisma check against a humanoid, you can roll a d10 and add the number rolled as a bonus to the result. The creature then becomes hostile to you at the next dawn. | \n
7 | \nThe Donkey’s Dream (rainbow-colored donkey molar) | \n1 unicorn | \nThe tooth has 3 charges. As an action, you can expend 1 charge to touch a creature. The target regains 2d8 + 2 hit points, and all diseases and poisons affecting it are removed. When you use this action, a shimmering image of a unicorn’s horn appears until the end of your turn, sprouting from your forehead. The tooth regains all expended charges daily at dawn. You gain the following flaw: “When I see wickedness in action, I must oppose it.” | \n
8 | \nBeyond the Rock of Bral (silver mind flayer tooth) | \n2 mind flayers | \nYou gain telepathy out to 120 feet as described in the Monster Manual, and you can cast the detect thoughts spell at will, requiring no components. You also have disadvantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Insight}) and Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks from constant whispers of memories and nearby minds. | \n
9 | \nThe Disappearances of Half Hollow (vomerine tooth of a Large toad) | \n4 giant toads | \nYour long jump is up to 30 feet and your high jump is up to 15 feet, with or without a running start. | \n
10 | \nLegendry of Phantoms and Ghosts (obsidian human molar) | \n1 giant octopus, 1 mage, 1 specter | \nAs an action, you can use the tooth to cast the Evard’s black tentacles spell (DC 18). Once this property is used, it can’t be used again until the next dawn. | \n
11 | \nThe Thousand Deaths of Jander Sunstar (yellowed vampire fang) | \n1 vampire | \nYou can make a bite attack as an unarmed strike. On a hit, it deals 1d6 piercing damage plus 3d6 necrotic damage. You regain a number of hit points equal to the necrotic damage dealt. While you are in sunlight, you can’t regain hit points. | \n
12 | \nNightmares of Kaggash (twisted beholder tooth) | \n1 beholder | \nAs an action, you can cast the eyebite spell from the tooth. Once you use this action, it can’t be used again until the next dawn. Whenever you finish a long rest, roll a d20. On a 20, an aberration chosen by the DM appears within 30 feet of you and attacks. | \n
13 | \nThree Bridges to the Sky (lapis lazuli oni fang) | \n3 oni | \nYou gain a flying speed of 30 feet, and you can use the tooth to cast the detect magic spell at will. While you are attuned to fewer than 3 magic items, you gain 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion} that can’t be removed until you are attuned to three or more magic items. | \n
14 | \nThe Claws of Dragotha (broken translucent fang) | \n1 adult red dracolich | \nYou can use the tooth to cast the create undead spell. Once this property is used, it can’t be used again until the next dawn. Each time you create an undead creature using the tooth, a skeleton, zombie, or ghoul also appears at a random location within 5 miles of you, searching for the living to kill. A humanoid killed by these undead rises as the same type of undead at the next midnight. | \n
15 | \nAshes of the Ages and Eternal Fire (jade humanoid bicuspid) | \n1 dao, 1 djinni, 1 efreeti, 1 marid | \nYou can use the tooth to cast counterspell at 9th level. Once you use this property, it can’t be used again until the next dawn. Whenever you finish a long rest, if you haven’t used the tooth to counter a spell since your last long rest, your hit point maximum is reduced by 2d10. If this reduces your hit point maximum to 0, you die. | \n
16 | \nDaughters of Bel (green steel pit fiend fang) | \n1 pit fiend | \nYou can use the tooth to cast dominate monster (DC 18). Once you use this property, it can’t be used again until the next dawn. You smell strongly of burning sulfur. | \n
17 | \nWhy the Sky Screams (blue dragon fang) | \n1 ancient blue dragon | \nYou gain immunity to lightning damage and vulnerability to thunder damage. | \n
18 | \nThe Last Tarrasque (jagged sliver of tarrasque tooth) | \n1 tarrasque (ignores you and your commands; appears for 1d4 rounds then vanishes) | \nYou deal double damage to objects and structures. If you take 20 or more damage in one turn, you must succeed on a DC 18 Wisdom saving throw or spend your next turn in a murderous fury. During this rage, you must use your action to make an unarmed strike against a creature that damaged you, or a random creature you can see if you weren’t damaged by a creature, moving as close as you can to the target if necessary. | \n
19 | \nIncendax’s Tooth (ruby-veined red dragon fang) | \n1 ancient red dragon | \nYou gain immunity to fire damage, and as an action, you can exhale fire in a 90-foot cone. Each creature in that area must make a DC 24 Dexterity saving throw, taking 26d6 fire damage on a failed save, or half as much damage on a successful one. After using the breath weapon, you gain 2 levels of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}. | \n
20 | \nDahlver-Nar’s Tooth (dusty human molar) | \n1 priest | \nAs an action you can call on a divine force to come to your aid. Describe the assistance you seek, and the DM decides the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the intervention; the effect of any cleric spell would be appropriate. Once this property is used, it can’t be used again for 7 days. | \n
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 points of slashing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.
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\nWhile attuned to these gloves, you are proficient with the Pan Flute and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
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\nSentience. Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.
\nPersonality. A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.
\nThe spear grants the following benefits in its dormant state:
\nWhen the spear reaches an awakened state, it gains the following properties:
\nWhen the spear reaches an exalted state, it gains the following properties:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 1 major beneficial property
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nThis potion's transparent liquid has floating in it a sliver of fingernail from a frost giant.
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\nYou gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.
\nFire Mastery. You gain the following benefits while you hold Tinderstrike:
\nDance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can’t be used to perform the ritual again until the next dawn.
\nFlaw. Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks without weighing the consequences.”
","chat":"A flint dagger, Tinderstrike is uncommonly sharp, and sparks cascade off its edge whenever it strikes something solid. Its handle is always warm to the touch, and the blade smolders for 1d4 minutes after it is used to deal damage. It contains a spark of Imix, Prince of Evil Fire.
\nYou gain a +2 bonus to attack and damage rolls you make with this magic weapon. When you hit with it, the target takes an extra 2d6 fire damage.
\nFire Mastery. You gain the following benefits while you hold Tinderstrike:
\nDance of the All-Consuming Fire. While inside a fire node, you can perform a ritual called the Dance of the All-Consuming Fire, using Tinderstrike to create a devastation orb of fire (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Tinderstrike can’t be used to perform the ritual again until the next dawn.
\nFlaw. Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: “I act without thinking and take risks without weighing the consequences.”
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\nWhile attuned to these gloves, you are proficient with Thieves’ tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
","chat":"These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with Thieves’ tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic Nature. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nCurse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
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An armblade is a magic weapon that attaches to your arm, becoming inseparable from you as long as you're attuned to it. To attune to this item, you must hold it against your forearm for the entire attunement period.
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\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
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\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.
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\n
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\nThe bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage.
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\nThe bird is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage.
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\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
\nEbony Fly. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed.
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\nAs an action, you can use the concertina to cast Otto’s irresistible dance from the item. This property of the concertina can’t be used again until the next dawn.
Saint Markovia’s thighbone has the properties of a mace of disruption. If it scores one or more hits against a vampire or a vampire spawn in the course of a single battle, the thighbone crumbles into dust once the battle concludes.
\nAs a youth, Markovia followed her heart and became a priest of the Morninglord soon after her eighteenth birthday. She proved to be a charismatic proselytizer and, before the age of thirty, had gained a reputation for allowing no evil to stand before her.
\nMarkovia had long considered Strahd a mad tyrant, but only after his transformation into a vampire did she dare to challenge him. As she rallied her followers and prepared to march on Castle Ravenloft, Strahd sent a group of vampire spawn to her abbey. They confronted Markovia and were destroyed to a one.
\nSuffused with confidence born of righteous victory, Markovia advanced on Castle Ravenloft. A great battle raged from the catacombs to the parapets. In the end, Markovia never returned to Barovia, and Strahd long afterward walked with a limp and a grimace of pain. It is said that he trapped Markovia in a crypt beneath his castle, and her remains linger there yet.
\nThe essence of Markovia’s saintliness passed partly into her bones as the rest of her body decomposed. Her remaining thighbone is imbued with power that inflicts grievous injury on the undead.
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","chat":"","unidentified":null},"source":"Explorer's Guide to Wildemount pg 267","quantity":1,"weight":65,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295522,"modifiedTime":1674385491342,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Rldg5XoBlkbMI1PO","name":"Figurine of Wondrous Power (Bronze Griffon)","type":"equipment","img":"icons/commodities/tech/cog-bronze.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Summoning"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4637,"originalName":"Figurine of Wondrous Power (Bronze Griffon)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nBronze Griffon. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
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\nWhile attuned to these gloves, you are proficient with Cobbler's Tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nWhile wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
\nThe armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}.
","chat":"","unidentified":null},"source":"Eberron: Rising from the Last War","quantity":1,"weight":60,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"splint","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295532,"modifiedTime":1674385491350,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"RsP94nnUrcH5BKU6","name":"Wand of the War Mage, +3","type":"equipment","img":"icons/weapons/wands/wand-carved-fire.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wand","filterType":"Wand","tags":["Buff","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5219,"originalName":"Wand of the War Mage, +3","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
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\nRoll a d4 and consult the Elemental Essence Shards table to determine the shard’s essence and property. When you use a Metamagic option on a spell while you are holding or wearing the shard, you can use that property.
\nd4 | \nProperty | \n
---|---|
1 | \nAir. You can immediately fly up to 60 feet without provoking opportunity attacks. | \n
2 | \nEarth. You gain resistance to a damage type of your choice until the start of your next turn. | \n
3 | \nFire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out. | \n
4 | \nWater. You create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}. | \n
You can use an action to place these shackles on an @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
\nYou and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Athletics}) check. On a success, the creature breaks free and destroys the shackles.
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\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
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\nThis axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.
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\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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\nThe extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
\nInanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane.
\nIf the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
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\nSomeone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.
\nAn elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.
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Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
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\nWhen you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
\nNothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
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\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} condition. Once you use this property, you can’t do so again until the next dusk.
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\nAt rank 4, your obviator’s lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
\nAdditionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
","chat":"Also at rank 2, you gain the use of an uncommon magic item taking the form of a pair of spectacles, a spyglass, a monocle, or any other device with one or two lenses. When you look through the obviator’s lenses, you use a bonus action to make them function as eyes of minute seeing or eyes of the eagle. Once you make this choice, it cannot be changed until the next dawn.
\nAt rank 4, your obviator’s lenses gain additional power and become a rare magic item. The lenses now function as both eyes of the eagle and eyes of minute seeing.
\nAdditionally, you can focus the power of the lenses to gain accuracy in combat, gaining advantage on a weapon attack roll (no action required). If that attack hits, roll one additional weapon damage die. This property of the lenses can’t be used again until the next dawn.
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\nThe 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.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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","chat":"While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
\nAs an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
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\nIgnite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
\nFire’s Friend. You have resistance to cold damage.
\nFire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
\nGift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
\nWeapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
\nArmor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
","chat":"This triangular fire opal measures about three inches on each side and is half an inch thick. The ild (fire) rune shimmers within its core, causing it to be slightly warm to the touch. The opal has the following properties, which work only while it’s on your person.
\nIgnite. As an action, you can ignite an object within 10 feet of you. The object must be flammable, and the fire starts in a circle no larger than 1 foot in diameter.
\nFire’s Friend. You have resistance to cold damage.
\nFire Tamer. As an action, you can extinguish any open flame within 10 feet of you. You choose how much fire to extinguish in that radius.
\nGift of Flame. You can transfer the opal’s magic to a nonmagical item — a weapon or a suit of armor — by tracing the ild rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the opal is destroyed, and the rune appears in red on the chosen item, which gains a benefit based on its form:
\nWeapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
\nArmor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
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\nWhen you cast a spell that deals cold damage using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell.
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The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
\nThe following crystal ball variants are legendary items and have additional properties.
\nCrystal Ball of Mind Reading. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.
\nCrystal Ball of Telepathy. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this Suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can’t be used again until the next dawn.
\nCrystal Ball of True Seeing. While scrying with the crystal ball, you have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{truesight} with a radius of 120 feet centered on the spell’s sensor.
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\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
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\nYou 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.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells.
\nWhile you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nDraconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
\nDragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
\nDragon Sight. You gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a radius of 60 feet, or an additional 60 feet of @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} if you already have that sense. Once per day, you can gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} out to a range of 30 feet for 5 minutes.
\nDragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against green dragons.
\nLegendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
\nWater Breathing. You can breathe underwater.
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\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
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\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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","chat":"","unidentified":"Wondrous item","type":"String","label":"Description"},"source":"Basic Rules, Player's Handbook pg 150","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null,"label":"Armor Value"},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295711,"modifiedTime":1674385493343,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"TW0jDj17ek8dwdUR","name":"Absorbing Tattoo, Force","type":"equipment","img":"icons/magic/air/air-burst-spiral-large-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":119,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2400476,"originalName":"Absorbing Tattoo, Force","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo features white designs.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nDamage Resistance. While the tattoo is on your skin, you have resistance to force damage.
\nDamage Absorption. When you take force damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
\nAs an action, you can hurl the weapon up to 120 feet to a point you can see. When it reaches that point, the weapon vanishes in an explosion, and each creature in a 20-foot-radius sphere centered on that point must make a DC 15 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much damage on a successful one. Afterward, you can use an action to cause the weapon to reappear in your empty hand. You can’t cause it to explode again until you finish a short or long rest.
\nIf you don’t call the weapon back to your hand, it reappears at the point where it exploded when you are no longer attuned to it or when 24 hours have passed.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nCurse. The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
","chat":"While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
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\nVenturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.
\nArmed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.
\nLater, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
\nThe Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.
\nThe axe has the following randomly determined properties:
\nIf you are a dwarf attuned to the axe, you gain the following benefits:
\nIf you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can’t use this property again until the next dawn.
\nYou can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can’t use this property again until 3 days have passed.
\nThe axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature’s physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren’t considered magical in @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} (and therefore can’t be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
\nThe only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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\nThe sword has 1d8 + 1 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 slain. When the sword has no charges remaining, it loses this property.
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\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 11. On a failed check, the spell disappears from the scroll with no other effect.
\nThis scroll contains a 1st level spell. The spell's saving throw DC is 13 and attack bonus is +5.
\nA wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check with a DC equal to 11. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
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\nYou can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only). Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
\nYou can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
\nSlumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
\nStirring (Rare). In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).
\nWakened (Very Rare).In addition to the options for a Slumbering or Stirring vessel, you can fill a Wakened vessel with wine, a potion of flying, or a potion of healing (superior).
\nAscendant (Legendary). In addition to the options for other states, you can fill an Ascendant vessel with whiskey, a potion of healing (supreme), or a potion of dragon’s majesty.
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\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
Misfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
Ammunition
All firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
This tarry substance harvested from the dark boughs of the death’s head willow is a powerful intoxicant. It can be smoked as a concentrate or injected directly into the bloodstream. A creature subjected to a dose of black sap cannot be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} for 1d6 hours.
\nFor each dose of black sap consumed, a creature must succeed on a DC 15 Constitution saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 2d4 hours—an effect that is cumulative with multiple doses.
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\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
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\nIf the staff is broken or burned to ashes, its wood releases a terrible, inhuman scream that can be heard out to a range of 300 feet. All blights that can hear the scream immediately wither and die.
\nVampiric Strike. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to regain a number of hit points equal to the damage dealt by the weapon. Each time a charge is spent, red blood oozes from the staff’s pores, and you must succeed on a DC 12 Wisdom saving throw or be afflicted with short-term madness (see “Madness” in chapter 8 of the Dungeon Master’s Guide).
\nBlight Bane. While you are attuned to the staff, blights and other evil plant creatures don’t regard you as hostile unless you harm them.
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21-35 | \nBird | \n
36-50 | \nFan | \n
51-65 | \nSwan Boat | \n
66-90 | \nTree | \n
91-00 | \nWhip | \n
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\nTree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
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\nPiety 25+. The whip has 1 randomly determined major beneficial property.
\nPiety 50+. The whip has 1 additional randomly determined major beneficial property.
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\nSee “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
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\nDestroying the Whip. To destroy the whip, it must be taken to the heights of Mount Hiastos in Nyx, unraveled by a Returned, and left to bask in continual daylight for one month.
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\nIf you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook pg 191","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295896,"modifiedTime":1674385493529,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"VEdYUCg795qb9FXj","name":"Sickle, +2","type":"weapon","img":"icons/weapons/sickles/sickle-blue-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Sickle","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5294,"originalName":"Sickle, +2","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +2 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Sickle"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[slashing] + @mod + 2","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"sickle","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295898,"modifiedTime":1674385493532,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"VEuLMJEa0aa2Iysy","name":"Simic Keyrune","type":"equipment","img":"icons/commodities/treasure/token-runed-spiral-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/4720/162/636755135987605452.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/4720/163/636755135988699187.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":38,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Simic-Keyrune.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":313829,"originalName":"Simic Keyrune","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Simic Keyrune (Uncommon). This keyrune is assembled from coral, mother-of-pearl, and chrome and adorned with the spirals and curves characteristic of Simic ornamentation. The head resembles the shell of a sea creature. On command, the keyrune turns into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. The transformation lasts for up to 5 hours.
\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a category 1 krasis that has the Grabber and Stabilizing Legs adaptations. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
Proficiency with a mace allows you to add your proficiency bonus to the attack roll for any attack you make with it.
","chat":"","unidentified":"Mace"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":4,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"mace","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Mace","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":11,"originalName":"Mace","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/maces/mace-flanged-steel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230578,"modifiedTime":1674385493540,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"VILvoTPDRQ29oqxz"} {"_id":"VKOvJCZawevKY88j","name":"Grovelthrash (Exalted)","type":"weapon","img":"icons/weapons/hammers/shorthammer-double-steel-embossed.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Warhammer","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/9170/91/637199798987072298.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/92/637199798989752684.png","filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":275,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Grovelthrash-Exalted-.png","restrictions":["If you do, you take 1d6 psychic damage"],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434317,"originalName":"Grovelthrash (Exalted)","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical","1":"If you do, you take 1d6 psychic damage"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Crafted from a single piece of obsidian, this warhammer of Torog hums with magical energy and is carved with the images of faces screaming in pain.
\nSentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
\nPersonality. A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
\nThe warhammer grants the following benefits in its dormant state:
\nWhen the warhammer reaches an awakened state, it gains the following properties:
\nWhen the warhammer reaches an exalted state, it gains the following properties:
\n\n","chat":"","unidentified":"Warhammer"},"source":"Explorer's Guide to Wildemount pg 275","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"Roll Other damage: [2d6] If you do, you take 1d6 psychic damage","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod + 3","bludgeoning"]],"versatile":"1d10[bludgeoning] + 3 + @mod"},"formula":"2d6[bludgeoning]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warhammer","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295906,"modifiedTime":1674385493543,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Infiltrator's Key (Exalted)","type":"equipment","system":{"description":{"value":"ARTIFACT PROPERTIES
\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 1 major beneficial property
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen the Infiltrator’s Key reaches an awakened state, it gains the following properties:
\nWhen the Infiltrator’s Key reaches an exalted state, it gains the following properties:
\nA component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":25,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":25,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":42,"originalName":"Component Pouch","version":"3.2.7"}},"effects":[],"img":"icons/containers/bags/pouch-leather-silver-white.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223975,"modifiedTime":1674385493549,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"VO59hTfRrXPEI4sA"} {"_id":"VOMS0SdvCPNXoSOq","name":"Hellfire Glaive","type":"weapon","img":"icons/weapons/polearms/glaive-simple-hooked.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Glaive","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":48,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":842406,"originalName":"Hellfire Glaive"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","unidentified":"Glaive"},"source":"Baldur's Gate: Descent into Avernus","quantity":1,"weight":6,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"glaive","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":true,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295913,"modifiedTime":1674385493552,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"VT2T9vsRLeqWCUxE","name":"Spellwrought Tattoo, 3rd level","type":"equipment","img":"icons/magic/light/explosion-star-orange-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408360,"originalName":"Spellwrought Tattoo, 3rd level","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic tattoo contains a single 3rd Level Spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n
By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.
\nThe comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren’t being worn or held.
","chat":"By using an action to read the scroll, you cause a comet to fall from the sky and crash to the ground at a point you can see up to 1 mile away from you. You must be outdoors when you use the scroll, or nothing happens and the scroll is wasted.
\nThe comet creates a 50-foot-deep, 500-foot-radius crater on impact. Any creature in that radius must make a DC 20 Dexterity saving throw, taking 30d10 force damage on a failed saving throw, or half as much damage on a successful one. All structures in the crater are destroyed, as are all nonmagical objects that aren’t being worn or held.
","unidentified":"Scroll"},"source":"Icewind Dale: Rime of the Frostmaiden pg 315","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"scroll","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295918,"modifiedTime":1674385493560,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"VW06qxpLfJolKoNM","name":"Warhammer, +2","type":"weapon","img":"icons/weapons/hammers/hammer-war-rounding.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Warhammer","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5299,"originalName":"Warhammer, +2","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +2 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Warhammer"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod + 2","bludgeoning"]],"versatile":"1d10[bludgeoning] + 2 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warhammer","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295920,"modifiedTime":1674385493563,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"VWlfPrngfikwLPPA","name":"Quiver of Ehlonna","type":"equipment","img":"icons/containers/ammunition/arrows-quiver-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/254/636382373970691376.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/335/636284757916713100.jpeg","filterType":"Wondrous item","tags":["Utility","Container"],"sources":[{"sourceId":3,"pageNumber":189,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Quiver-of-Ehlonna.jpeg","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":10},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5367,"originalName":"Quiver of Ehlonna","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
","chat":"","unidentified":"Wondrous item"},"source":"Dungeon Master's Guide pg 189","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295922,"modifiedTime":1674385493566,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Va1MfOTAzIylgAGV","name":"Will of the Talon","type":"weapon","img":"icons/weapons/axes/pickaxe-jagged-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"War Pick","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":279,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434427,"originalName":"Will of the Talon","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Black, blue, green, red, and white gems carved in the form of dragon heads cover this ostentatious gold war pick, marking it as a weapon channeling the power of Tiamat.
\nSentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
\nPersonality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
\nThe war pick grants the following benefits in its dormant state:
\nWhen you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn.
\nDamage Type | \nArea | \nSaving Throw | \n
---|---|---|
Acid | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Cold | \n15 ft. cone | \nConstitution | \n
Fire | \n15 ft. cone | \nDexterity | \n
Lightning | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Poison | \n15 ft. cone | \nConstitution | \n
When the war pick reaches an awakened state, it gains the following properties:
\nWhen the war pick reaches an exalted state, it gains the following properties:
\nBETRAYER ARTIFACT PROPERTIES\n","chat":"","unidentified":"War Pick"},"source":"Explorer's Guide to Wildemount pg 279","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warpick","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295925,"modifiedTime":1674385493569,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"VdAfx9VquBz0cX3T","name":"Rapier, +3","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5327,"originalName":"Rapier, +3","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You have a +3 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Rapier"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"rapier","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385295928,"modifiedTime":1674385493573,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Vgc9qGAwIvrjGnA2","name":"Talisman of Ultimate Evil","type":"equipment","img":"icons/magic/death/skull-horned-goat-pentagram-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/165/636382344854535297.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/444/636284775126444275.jpeg","filterType":"Wondrous item","tags":["Control","Buff","Jewelry"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":207,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Talisman-of-Ultimate-Evil.jpeg","isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4780,"originalName":"Talisman of Ultimate Evil","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
\nIf you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
\nThe talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds.
\nAs an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.
","chat":"This item is an ordinary, albeit rather large, conch shell that has been inscribed with the uvar rune. The conch measures 2½ feet long and weighs 20 pounds.
\nAs an action, you can cast the teleport spell by blowing into the shell. The destination is fixed, and there is no chance of either a mishap or the spell being off target. Anyone teleported by the conch appears in a specific location designated by the item’s creator at the time the uvar rune is inscribed on the conch. It doesn’t allow teleportation to any other destination. Once its spell is cast, the conch can’t be used again until the next dawn.
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\nAn animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
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\nPower Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
\nSpells. 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: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
\nRetributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
\nYou have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | \nDamage | \n
---|---|
10 ft. away or closer | \n8 x the number of charges in the staff | \n
11 to 20 ft. away | \n6 x the number of charges in the staff | \n
21 to 30 ft. away | \n4 x the number of charges in the staff | \n
A Shavarran birch focus is a rod, staff, or wand cut from a tree infused with extraplanar energy. If you're a spellcaster, you can use this as a spellcasting focus.
\nWhen you cast a spell that deals force damage using this item as your spellcasting focus, you gain a +1 bonus to one damage roll of the spell.
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\nCurse. This armor is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the armor. In addition, while you wear the cursed armor, you gain the following properties:
\nA weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.
\nSentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
\nPersonality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder’s principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
\nThe dagger grants the following benefits in its dormant state:
\n\nARTIFACT PROPERTIES
\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 1 minor beneficial property
\n- 1 minor detrimental property
\nSee \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information.
\n
This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
\nWhile holding the shield, you benefit from the following properties.
\nWinter’s Friend. You are immune to cold damage.
\nDeadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
\nBane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
\nGift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
","chat":"This shield is made from the scale of an ancient white dragon. It has a rune burned into its outward-facing side. A character who examines the rune and succeeds on a DC 20 Intelligence (History) check recognizes it as an uven (“enemy” in Giant) rune that confers great power.
\nWhile holding the shield, you benefit from the following properties.
\nWinter’s Friend. You are immune to cold damage.
\nDeadly Rebuke. Immediately after a creature hits you with a melee attack, you can use your reaction to deal 3d6 necrotic damage to that creature.
\nBane. You can cast the bane spell from the shield (save DC 17). The spell does not require concentration and lasts for 1 minute. Once you cast the spell from the shield, you can’t do so again until you finish a short or long rest.
\nGift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
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\nSentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
\nPersonality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
\nThe war pick grants the following benefits in its dormant state:
\nWhen you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn.
\nDamage Type | \nArea | \nSaving Throw | \n
---|---|---|
Acid | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Cold | \n15 ft. cone | \nConstitution | \n
Fire | \n15 ft. cone | \nDexterity | \n
Lightning | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Poison | \n15 ft. cone | \nConstitution | \n
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\nRandom Properties. This artifact has the following randomly determined properties:
\n\n
\n- 1 minor beneficial property
\n- 1 minor detrimental property
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
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\nAs the wizard towers fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
\nEach orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.
\nAn orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
\nWhile attuned to an orb, you can use an action to peer into the orb’s depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by the orb for as long as you remain attuned to it.
\nWhile you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by the orb, you can’t voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat, or something else the GM decides.
\nAn Orb of Dragonkind has the following random properties:
\nThe orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges).
\nYou can also use an action to cast the detect magic spell from the orb without using any charges.
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\nAn Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
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\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nGolden Lions. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
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\nThe Draakhorn is a signaling device, and it is so large that it requires two Medium creatures (or one Large or larger) to hold it while a third creature sounds it, making the earth resonate to its call. The horn has been blasted with fire into a dark ebony hue and is wrapped in bands of bronze with draconic runes that glow with purple eldritch fire.
\nThe low, moaning drone of the Draakhorn discomfits normal animals within a few miles, and it alerts all dragons within two thousand miles to rise and be wary, for great danger is at hand. Coded blasts were once used to signal specific messages. Knowledge of those codes has been lost to the ages.
\nThose with knowledge of the Draakhorn’s @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{history} know that it was first built to signal danger to chromatic dragons — a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
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\nIn freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
\nWhen you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
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\nWhile wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.
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\nLord’s Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.
\nLord’s Amulet. This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location.
\nLord’s Robe. This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
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\nLord’s Helm. This bucket helm covers your head and conceals your face. Screens over the eyes help to shroud your identity without blinding you. While you wear the helm, your voice is magically altered to sound genderless, and you are immune to magic that allows other creatures to read your thoughts, to determine whether you are lying, to know your alignment, or to know your creature type. Creatures can communicate telepathically with you only if you allow it.
\nLord’s Amulet. This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location.
\nLord’s Robe. This elegant robe functions as a ring of free action, and it creates the illusion that you have a nondescript, androgynous humanoid build and stand 6 feet tall.
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\nThe sword has 1d8 + 1 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 slain. When the sword has no charges remaining, it loses this property.
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","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook pg 191","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385296087,"modifiedTime":1674385493782,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"XUEKxN28QZwEC38q","name":"Verminshroud (Exalted)","type":"equipment","img":"icons/equipment/back/cape-layered-tattered-brown-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":273,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434381,"originalName":"Verminshroud (Exalted)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
\nWhile wearing the Verminshroud (Dormant);Verminshroud in its dormant state, you gain the following benefits:
\nWhile wearing the Verminshroud in its awakened state, you gain the following benefits:
\nWhile wearing the Verminshroud in its exalted state, you gain the following benefits:
\nThese symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with the Drum and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nAdditionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}, or both.
","chat":"","unidentified":null},"source":"Explorer's Guide to Wildemount pg 266","quantity":1,"weight":6,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":3,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"shield","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385296094,"modifiedTime":1674385493791,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"XXh5Wxcj4EqIhwwd","name":"Mace of the Black Crown","type":"weapon","img":"icons/weapons/maces/mace-round-spiked-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Mace","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/9170/119/637199799036205688.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/120/637199799038175935.png","filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":276,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Mace-of-the-Black-Crown.png","restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434350,"originalName":"Mace of the Black Crown","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.
\nSentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.
\nThe mace grants the following benefits in its dormant state:
\nWhen the mace reaches an awakened state, it gains the following properties:
\nWhen the mace reaches an exalted state, it gains the following properties:
\n\n","chat":"","unidentified":"Mace"},"source":"Explorer's Guide to Wildemount pg 276","quantity":1,"weight":4,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"mace","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385296097,"modifiedTime":1674385493794,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"XZEGK2nkddnmr1H1","name":"Last Stand Armor, Padded","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":[],"sources":[{"sourceId":59,"pageNumber":267,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434338,"originalName":"Last Stand Armor, Padded","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"BETRAYER ARTIFACT PROPERTIES
\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
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\nWhile holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can’t be used again until the next dawn.
\nSentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
\nThe sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it.
\nPersonality. Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
\nLong years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
","chat":"Lost for ages in the Underdark, Dawnbringer appears to be a gilded longsword hilt. While grasping the hilt, you can use a bonus action to make a blade of pure radiance spring from the hilt, or cause the blade to disappear. Dawnbringer has all the properties of a sun blade.
\nWhile holding the weapon, you can use an action to touch a creature with the blade and cast lesser restoration on that creature. Once used, this ability can’t be used again until the next dawn.
\nSentience. Dawnbringer is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.
\nThe sword can speak, read, and understand Common, and it can communicate with its wielder telepathically. Its voice is kind and feminine. It knows every language you know while you’re attuned to it.
\nPersonality. Forged by ancient sun worshipers, Dawnbringer is meant to bring light into darkness and to fight creatures of darkness. It is kind and compassionate to those in need, but fierce and destructive to its enemies.
\nLong years lost in darkness have made Dawnbringer frightened of both the dark and abandonment. It prefers that its blade always be present and shedding light in areas of darkness, and it strongly resists being parted from its wielder for any length of time.
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\nCost: 1 gp per dose for sunburn, 100 gp for a full application against fire.
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\nAs an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
You have a +1 bonus to AC while wearing this armor, which shimmers softly.
\nIf you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there.
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\nSentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
\nPersonality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
\nThe whip grants the following benefits in its dormant state:
\nDead Eyes. A creature that fails the saving throw against this poison is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 1 hour. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} in this way, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}.
\nSerpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
\nWhen the whip reaches an awakened state, it gains the following properties:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You have resistance to cold damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":60,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"splint","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297869,"modifiedTime":1674385493856,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"really cool bow","type":"weapon","system":{"description":{"value":"This bow looks to be a standard yew longbow, with the only defining feature being red and orange paint that looks vaguely like flames.
The user has a +2 bonus to attack and damage rolls made with this magic weapon.
Cursed
This is a sentient magic weapon that will only \"converse\" with it's user when fired and certain conditions are met.
If the user was aiming at a target and hit: The bow will loudly and audibly spout a single word like \"Cool!\", \"Nice!\", \"Great\", \"Neat\", or \"Wow!\"
If the user was aiming at a target and missed: The bow will loudly and audibly spout a single word like \"Ouch!\", \"Wack!\", \"Uncool!\", \"Sketchy!\", \"Bad!\"
If the user was aiming at a target and got a critical hit: The bow will loudly and audibly spout a single word like: \"Radical!\", \"Awesome!\", \"Gnarly!\", or simply make an air horn impression
If the user was aiming at a target and got a critical miss: The bow will loudly and audibly spout a single word like: \"Poser!\" or \"Failure!\" and remain quiet for the rest of the fight out of sheer disappointment. The user can feel this disappointment coming from the bow. It also loses it's +2 property until a short rest has passed.
As an action, you can throw this dust into the air, filling a 10-foot cube that extends out from you. Surfaces and objects made of nonmagical ferrous metal in the area instantly corrode and turn to dust, becoming useless and unsalvageable. Any creature in the area that is made wholly or partly out of ferrous metal must make a DC 13 Constitution saving throw, taking 4d8 necrotic damage on a failed save, or half as much damage on a successful one.
\nFound in a small packet, this dust is made from finely ground rust monster antennae. There is enough dust in each packet for one use.
","chat":"","unidentified":"Wondrous item"},"source":"The Wild Beyond the Witchlight pg 209","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297876,"modifiedTime":1674385493862,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"XyuWF4UeNXfd7YPq","name":"Antimatter Rifle, +1","type":"weapon","img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Antimatter Rifle","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":213,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3413968,"originalName":"Antimatter Rifle, +1","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +1 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Antimatter Rifle"},"source":"Basic Rules, Player's Handbook pg 213","quantity":1,"weight":10,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":360,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["6d8[necrotic] + @mod + 1","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"antimatterrifle","properties":{"amm":false,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":true,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297879,"modifiedTime":1674385493872,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"XzZPAR6o9Dii0AtG","name":"Corpse Slayer, Quarterstaff","type":"weapon","img":"icons/weapons/staves/staff-skull-feathers-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Quarterstaff","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":266,"sourceType":1}],"restrictions":["Against undead targets."],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434289,"originalName":"Corpse Slayer, Quarterstaff","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical","1":"Against undead targets."},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
","chat":"","unidentified":"Quarterstaff"},"source":"Explorer's Guide to Wildemount pg 266","quantity":1,"weight":4,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"Roll Other damage: [1d8] Against undead targets.","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[bludgeoning] + @mod + 1","bludgeoning"]],"versatile":"1d8[bludgeoning] + 1 + @mod"},"formula":"1d8[additional]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"quarterstaff","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297882,"modifiedTime":1674385493876,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Y1RrJHiRX2A4sR8n","name":"Blade of Broken Mirrors (Exalted)","type":"weapon","img":"icons/weapons/daggers/dagger-bone-engraved-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Dagger","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":275,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434256,"originalName":"Blade of Broken Mirrors (Exalted)","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A weapon of Tharizdun, this dagger is a piece of jagged stone whose blade is scribed with a maze-like pattern with no beginning or end.
\nSentience. The Blade of Broken Mirrors is a sentient chaotic evil weapon with an Intelligence of 21, a Wisdom of 24, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
\nPersonality. An insane glabrezu named Ragazuu lives within the Blade of Broken Mirrors. The weapon yearns to cause chaos. It learns its wielder's principles, then uses those ideals to encourage reckless action. The dagger whispers ideas of revolution.
\nThe dagger grants the following benefits in its dormant state:
\nWhen the dagger reaches an awakened state, it gains the following properties:
\nWhen the dagger reaches an exalted state, it gains the following properties:
\n\nBETRAYER ARTIFACT PROPERTIES
\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 1 major beneficial property
\n- 2 minor detrimental properties
\nSee \"Artifact Properties\" in chapter 7 of the Dungeon Master's Guide for more information.
\n
Die Grossaxt war einst im besitz von Gorbog Sturmbringer, der mit ihr viele Orks unter sich versammelte. Mit seiner Horde stürmte er den Icespire Peak und nahm die Festung Icespire Hold, bis er vom weissen Drachen Cryovain aufgefressen und nur die Hand mit der Axt zurückgelassen wurde.
\nDie Grossaxt besteht aus einem Stab aus Mahagoni-Holz und einem Verzierten Kopf aus Schwarz-Stahl, bei dem 2 Axtblätter aus reiner Magie entspringen, wenn der Knopf am unteren Ende des Griffes betätigt wird.
","chat":"","unidentified":"Greataxe"},"source":null,"quantity":1,"weight":7,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greataxe","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Greataxe","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":true,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4130798,"originalName":"Gorbog Sturmbringer's Force-Grossaxt","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"ddb-images/other/item-Weapon.jpg","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223761,"modifiedTime":1674385493887,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"Y5g5h29bsFhdFVyG"} {"name":"Bloodstone","type":"loot","system":{"description":{"value":"An opaque dark gray gemstone with red flecks worth 50 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":50,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":50,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":244,"originalName":"Bloodstone","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/geode-raw-red.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230041,"modifiedTime":1674385493891,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"Y7M76aPFnyx1RrF6"} {"_id":"YBheBq5SBWzIKRms","name":"Moon Sickle, +2","type":"weapon","img":"icons/weapons/sickles/sickle-curved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Sickle","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Buff","Focus"],"sources":[{"sourceId":67,"pageNumber":133,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2405452,"originalName":"Moon Sickle, +2","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +2 bonus to attack and damage rolls made with it, and you gain a +2 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
\nWhen you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
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\nSix varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.
\nType | \nStrength | \nRarity | \n
---|---|---|
Belt of Hill Giant Strength | \n21 | \nRare | \n
Belt of Frost Giant Strength | \n23 | \nVery Rare | \n
Belt of Stone Giant Strength | \n23 | \nVery Rare | \n
Belt of Fire Giant Strength | \n25 | \nVery Rare | \n
Belt of Cloud Giant Strength | \n27 | \nLegendary | \n
Belt of Storm Giant Strength | \n29 | \nLegendary | \n
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Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
","chat":"Choose a magical bonus of +1 to +3. This sword gains that bonus to its attack and damage rolls. For each point of bonus you choose for the sword, you take a corresponding penalty (−1 to −3) to your death saving throws. You can change this magical bonus each day at dawn.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nThis potion's transparent liquid has floating in it a sliver of fingernail from a stone giant.
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\nSentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
\nPersonality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
\nThe whip grants the following benefits in its dormant state:
\nDead Eyes. A creature that fails the saving throw against this poison is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 1 hour. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} in this way, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}.
\nSerpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
\nWhen the whip reaches an awakened state, it gains the following properties:
\nWhen the whip reaches an exalted state, it gains the following additional properties:
\n\n\nBETRAYER ARTIFACT PROPERTIES
\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
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\nSentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
\nPersonality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
\nThe whip grants the following benefits in its dormant state:
\nDead Eyes. A creature that fails the saving throw against this poison is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 1 hour. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} in this way, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}.
\nSerpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
\nWhen the whip reaches an awakened state, it gains the following properties:
\nWhen the whip reaches an exalted state, it gains the following additional properties:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 1 major beneficial property
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
\nThe weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
\nWave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
\nWhen it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
\nWave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon’s objectives in the world.
\nThe trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
\nWave harbors a secret doubt about its own @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god’s demise. This destiny is something Wave might not be able to avert.
These dried leaves of the Olisuba tree, when steeped to make a tea, can help a body recover from strenuous activity. If you drink a dose of Olisuba tea during a long rest, your @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion} level is reduced by 2 instead of 1 at the end of that long rest.
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\nWhile the lantern is within 300 feet of any creature of the Undead type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
","chat":"This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
\nWhile the lantern is within 300 feet of any creature of the Undead type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
","unidentified":"Wondrous item"},"source":"Icewind Dale: Rime of the Frostmaiden pg 314","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297941,"modifiedTime":1674385493944,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Ycouot8rtIaHr1bU","name":"Crown of the Forest","type":"equipment","img":"icons/equipment/head/crown-horns-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":56,"pageNumber":7,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1146257,"originalName":"Crown of the Forest"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"While wearing this crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe.
\nIf this crown is closely examined by a character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check, or with a detect magic spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered.
","chat":"While wearing this crown, a character automatically fails any Intelligence (Investigation) check made to see through an illusion. An illusion that is touched still has its true nature revealed. However, a character wearing a crown has such a strong sense that the illusion is real that they might not know which of their senses to believe.
\nIf this crown is closely examined by a character who succeeds on a DC 20 Intelligence (Nature) or Wisdom (Perception) check, or with a detect magic spell cast using a 3rd-level or higher spell slot, the nature of its magic is discovered.
","unidentified":"Wondrous item"},"source":"Infernal Machine Rebuild pg 7","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297943,"modifiedTime":1674385493947,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Ydkd4C3GmJt7YWjV","name":"Spellwrought Tattoo, 2nd level","type":"equipment","img":"icons/magic/light/explosion-star-orange-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408349,"originalName":"Spellwrought Tattoo, 2nd level","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic tattoo contains a single 2nd Level Spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n
A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":0.01,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","cost":0.01,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Utility","Exploration","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":91,"originalName":"Torch","version":"3.2.7"}},"effects":[],"img":"icons/sundries/lights/torch-white.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224281,"modifiedTime":1674385498155,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"YelLRSW71mSz9Ef1"} {"_id":"Yexm6XcIT67kPc3a","name":"Rod of Security","type":"equipment","img":"icons/commodities/tech/pipe-metal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","filterType":"Rod","tags":["Healing","Teleportation","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":197,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4748,"originalName":"Rod of Security","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
\nFor each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
\nWhen the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
","chat":"","unidentified":"Rod"},"source":"Basic Rules, Player's Handbook pg 197","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297951,"modifiedTime":1674385498161,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"Yi01RrkHCcBml7So","name":"Ring of Animal Influence","type":"equipment","img":"icons/equipment/finger/ring-bone-teeth.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ring","avatarUrl":"https://www.dndbeyond.com/avatars/19/135/636382338183144532.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/341/636284758989654087.jpeg","filterType":"Ring","tags":["Control","Communication","Utility","Jewelry"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":189,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Ring-of-Animal-Influence.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4717,"originalName":"Ring of Animal Influence","pack":"dnd5e.items","originalItemName":"Ring of Animal Influence","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
\nThis scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
","chat":"This scale bears celestial symbols on one pan and fiendish symbols on the other. You can use the scale to cast detect evil and good as a ritual. Doing so requires you to place the scale on a solid surface, then sprinkle the pans with holy water or place a transparent gem worth 100 gp in each pan. The scale remains motionless if it detects nothing, tips to one side or the other for good (consecrated) or evil (desecrated), and fluctuates slightly if it detects a creature appropriate to the spell but neither good nor evil. By touching the scales after casting the ritual, you instantly learn any information the spell can normally convey, and then the effect ends.
","unidentified":"Wondrous item"},"source":"The Hidden Shrine of Tamoachan pg 228","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385297956,"modifiedTime":1674385498167,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"YoU3osrbpXP3qmQI","name":"Book of Exalted Deeds","type":"equipment","img":"icons/sundries/books/book-embossed-jewel-blue-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/18/925/636381773620057762.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8/308/636302787174146257.jpeg","filterType":"Wondrous item","tags":["Damage","Buff","Utility"],"sources":[{"sourceId":3,"pageNumber":222,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Book-of-Exalted-Deeds.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5423,"originalName":"Book of Exalted Deeds","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book’s various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
\nThe Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} or translate the benefits it offers to those pure of heart and firm of purpose.
\nA heavy clasp, wrought to look like angel wings, keeps the book’s contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book’s open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can’t be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
\nBenefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.
\nThe Book of Exalted Deeds has the following random properties:
\nAfter you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can’t gain this benefit from the book more than once.
\nOnce you’ve read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
\nOnce you’ve read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) checks made to interact with good creatures and Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Intimidation}) checks made to interact with evil creatures. In addition, fiends and undead within the halo’s bright light make attack rolls against you with disadvantage.
\nIt is rumored that the Book of Exalted Deeds can’t be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:
\nThis dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which seven small gold spikes project upward. You gain the following benefits while wearing the crown:
\nAn opaque gemstone with bands of red and white worth 50 gold pieces.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":50,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":50,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":277,"originalName":"Sardonyx","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-rough-pendeloque-blue.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230223,"modifiedTime":1674385498177,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"YrnUYY6ATBGnG0CJ"} {"_id":"Yvxb0VUKavT96Eh1","name":"Staff of the Ivory Claw","type":"weapon","img":"icons/weapons/staves/staff-animal-skull-horn-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Staff","filterType":"Staff","tags":[],"sources":[{"sourceId":59,"pageNumber":270,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434370,"originalName":"Staff of the Ivory Claw","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This gray-and-cerulean staff is topped with a small dragon claw carved from ivory. While holding the staff, you gain a +1 bonus to spell attack rolls. Whenever you score a critical hit with a spell attack, the target takes an extra 3d6 radiant damage.
This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don’t hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
","chat":"This armband appears to have thin daggers strapped to it. As an action, you can pull up to two magic daggers from the bracer and immediately hurl them, making a ranged attack with each dagger. A dagger vanishes if you don’t hurl it right away, and the daggers disappear right after they hit or miss. The bracer never runs out of daggers.
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\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
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\nWhile wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.
\nWhen Danoth’s Visor reaches an awakened state, it gains the following properties:
\nWhen Danoth’s Visor reaches an exalted state, it gains the following properties:
\nThese mithral-frame goggles with clear diamond lenses were used by the evoker Danoth Oro to spot invisible enemies and scout areas from afar.
\nWhile wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on sight.
\nWhen Danoth’s Visor reaches an awakened state, it gains the following properties:
\nWhen Danoth’s Visor reaches an exalted state, it gains the following properties:
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\nSentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
\nPersonality. A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
\nThe rapier grants the following benefits in its dormant state:
\nThe rapier grants the following benefits in its awakened state:
\nThe rapier grants the following benefits in its exalted state:
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\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nOnyx Dog. This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet and can see @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
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","chat":"","unidentified":"Pike"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":18,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"pike","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":true,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298027,"modifiedTime":1674385498248,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"ZbG0h3IuyDP84cRp","name":"Spell Gem (Bloodstone)","type":"equipment","img":"icons/commodities/gems/gem-rough-can-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":9,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5541,"originalName":"Spell Gem (Bloodstone)"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe bloodstone spell gem is a rare item and can store up to a 3rd level spell. The stored spell's saving throw DC is 15 and has a +7 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","chat":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe bloodstone spell gem is a rare item and can store up to a 3rd level spell. The stored spell's saving throw DC is 15 and has a +7 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","unidentified":"Wondrous item"},"source":"Out of the Abyss","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298029,"modifiedTime":1674385498251,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"ZeCVQbsV81HN3gjx","name":"Dragon Wing Bow","type":"consumable","img":"icons/weapons/bows/shortbow-recurve-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ammunition","filterType":"Weapon","tags":[],"sources":[{"sourceId":81,"pageNumber":23,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047200,"originalName":"Dragon Wing Bow","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The limb tips of this magic bow are shaped like a dragon’s wings, and the weapon is infused with the essence of a chromatic, gem, or metallic dragon’s breath. When you hit with an attack roll using this magic bow, the target takes an extra 1d6 damage of the same type as the breath infused in the bow—acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder.
\nIf you load no ammunition in the weapon, it produces its own, automatically creating one piece of magic ammunition when you pull back the string. The ammunition created by the bow vanishes the instant after it hits or misses a target.
","chat":"","unidentified":"Ammunition"},"source":"Fizban's Treasury of Dragons pg 23","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{"mgc":true},"baseItem":"ammunition","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298032,"modifiedTime":1674385498254,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Serpent Venom (Injury)","type":"consumable","system":{"description":{"value":"This poison must be harvested from a dead or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":200,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Debuff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":147,"originalName":"Serpent Venom (Injury)","version":"3.2.7"}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-blue.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224615,"modifiedTime":1674385498256,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"ZfDqtbg5BaPCpf7D"} {"_id":"ZfFy8rKm1S3omVzS","name":"Staff of Charming","type":"weapon","img":"icons/weapons/staves/staff-ornate-gold-jeweled.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Staff","avatarUrl":"https://www.dndbeyond.com/avatars/19/192/636382353801079704.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/408/636284768308428008.jpeg","filterType":"Staff","tags":["Control","Communication"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":201,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Staff-of-Charming.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4760,"originalName":"Staff of Charming","pack":"dnd5e.items","originalItemName":"Staff of Charming","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
\nIf you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
\nThe staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
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\nLuck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
\nWish. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
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\nAn animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
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\nIf smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
\nCasting dispel magic on smokepowder renders it permanently inert.
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\nIf smokepowder is set on fire, dropped, or otherwise handled roughly, it explodes and deals fire damage to each creature or object within 20 feet of it: 1d6 for a packet, 9d6 for a keg. A successful DC 12 Dexterity saving throw halves the damage.
\nCasting dispel magic on smokepowder renders it permanently inert.
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\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} condition. Once you use this property, you can’t do so again until the next dusk.
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\nOutside an antimagic field or any other effect that suppresses magic, these lungs allow you to breathe normally in any environment (including a vacuum), and you have advantage on saving throws against harmful gases such as those created by a cloudkill spell, a stinking cloud spell, inhaled poisons, and gaseous breath weapons.
\nAs an action, you can use these lungs to exhale a gust of wind, as if you had cast the gust of wind spell (spell save DC 15) with no components. This property of the lungs can’t be used again until the next dawn.
\nIf your attunement to the lungs ends, your original lungs reappear.
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\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
\nSquelcher is the Neutral Evil sword and contains a spinel as its gem.
When you damage a creature with an attack using this magic maul, the target can’t regain hit points until the start of your next turn.
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","chat":"","unidentified":"Handaxe"},"source":"Dungeon Master's Guide","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"handaxe","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298072,"modifiedTime":1674385498296,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"a7jsMio7nglPI7Gq","name":"Ollamh Harp","type":"equipment","img":"icons/tools/instruments/harp-lap-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/131/636382337364796841.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8/574/636311322303334777.jpeg","filterType":"Wondrous item","tags":["Damage","Control","Buff","Utility","Combat","Instrument"],"sources":[{"sourceId":3,"pageNumber":176,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Ollamh-Harp.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5439,"originalName":"Ollamh Harp","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
\nYou can use an action to play the instrument and cast one of its spells: Fly, Invisibility, Levitate, Protection from Evil and Good, Confusion, Control Weather, Fire Storm. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
\nYou can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you for 1 minute. While it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
\nThe mace regains 1d3 expended charges daily at dawn.
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\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nSentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf.
\nThe morningstar grants the following benefits in its dormant state:
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\n\n
\n- 1 minor beneficial properties
\n- 1 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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\nThe sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
\nWhile you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
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\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
\nFire. One target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
\nMake a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
\nA creature, including the one @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained}, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
\nOnce the bands are used, they can't be used again until the next dawn.
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\nWhile wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) and Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks that rely on sight.
\nWhen Danoth’s Visor reaches an awakened state, it gains the following properties:
\nWhen you damage a creature with an attack using this magic longsword, the target can’t regain hit points until the start of your next turn.
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\nResistant. While attuned to Kyrzin’s ooze, you have resistance to poison and acid damage, and you’re immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} condition.
\nAmorphous. As an action, you can speak a command word and cause your body to assume the amorphous qualities of an ooze. For the next minute, you (along with any equipment you’re wearing or carrying) can move through a space as narrow as 1 inch wide without squeezing. Once you use this property, it can’t be used again until the next dawn.
\nAcid Breath. As an action, you can exhale acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 36 (8d8) acid damage on a failed save, or half as much damage on a successful one. Once you use this property, it can’t be used again until the next dawn.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the ooze ends, as it seeps out of you.
\nIf you die while the ooze is inside you, it bursts out and engulfs you, turning your corpse into a black pudding allied with the daelkyr (see the Monster Manual for the black pudding’s stat block).
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\nBeneficial Properties. While the staff is on your person, you gain the following benefits:
\nInvoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target.
\nThe Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff.
\nDestroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
\nCasting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
","chat":"This crooked staff is carved from bone and topped with the skull of a forgotten archmage whom Acererak destroyed long ago. Etched into the skull’s forehead is Acererak’s rune, which is known on many worlds as a sign of death.
\nBeneficial Properties. While the staff is on your person, you gain the following benefits:
\nInvoke Curse. The Staff of the Forgotten One has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the staff, you can use an action to expend 1 charge and target one creature you can see within 60 feet of you. The target must succeed on a Constitution saving throw (using your spell save DC) or be cursed. While cursed in this way, the target can’t regain hit points and has vulnerability to necrotic damage. A greater restoration, remove curse, or similar spell ends the curse on the target.
\nThe Forgotten One. The bodiless life force of a dead archmage empowers the staff and is imprisoned within it. The rune carved into the staff’s skull protects Acererak from this spirit’s vengeance. Each time a creature other than Acererak expends any of the staff’s charges, there is a 50 percent chance that the life force tries to possess the staff wielder. The wielder must succeed on a DC 20 Charisma saving throw or be possessed, becoming an NPC under the DM’s control. If the intruding life force is targeted by magic such as a dispel evil and good spell, it becomes trapped in the staff once more. Once it takes control of another creature, the insane spirit of the dead archmage attempts to destroy the staff.
\nDestroying the Staff. A creature in possession of the staff can use an action to break it over one knee or a solid surface. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. Each creature in the area must make a DC 18 Dexterity saving throw, taking 132 (24d10) force damage on a failed save, or half as much damage on a successful one. When the staff is destroyed, the life force of the Forgotten One is released to the afterlife. Where it goes is anyone’s guess.
\nCasting the staff into a sphere of annihilation destroys both the staff and the life force trapped within it. The staff doesn’t explode if destroyed in this manner, but its destruction causes the sphere to be destroyed as well.
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\nWhile wearing this ring, you have advantage on attack rolls against earth elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
\nYou can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
\nIf you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.
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\nCurse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to piercing and slashing damage.
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\nThe black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} condition. Once you use this property, you can’t do so again until the next dusk.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nWhile the lantern is within 300 feet of any creature of the Aberration type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
","chat":"This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
\nWhile the lantern is within 300 feet of any creature of the Aberration type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
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\nSentience. The Bloody End is a sentient lawful evil weapon with an Intelligence of 22, a Wisdom of 18, and a Charisma of 24. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A tyrannical pit fiend named Izeelzee lives within The Bloody End. The weapon boisterously pushes its wielder to subjugate others and to never back down from a challenge. If the wielder doesn’t demand fealty from others, the weapon is happy to demand it on their behalf.
\nThe morningstar grants the following benefits in its dormant state:
\nWhen the morningstar reaches an awakened state, it gains the following properties:
\nWhen the morningstar reaches an exalted state, it gains the following properties:
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 1 major beneficial property
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
When you damage a creature with an attack using this magic blowgun, the target can’t regain hit points until the start of your next turn.
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\nEach time you drink the coffee, roll a d20. On a 1, the bottle refuses to dispense coffee for the next hour. If you pour coffee from the bottle, rather than drinking from it, the coffee vanishes the moment it leaves the bottle.
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\nIf the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
\nPlacing a bag of holding inside an extradimensional space created by a handy haversack, 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
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\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
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\nWhile attuned to these gloves, you are proficient with Glassblower's Tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nThe amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.
\nIf you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
\nd100 | \nTransformation | \n
---|---|
01–20 | \nThe symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. | \n
21–35 | \nYou grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. | \n
36–50 | \nYou grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. | \n
51–70 | \nYou arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. | \n
71–95 | \nYou are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. | \n
96–00 | \nYou become petrified. This effect can be ended only with a greater restoration spell or similar magic. | \n
This amulet is carved from obsidian and shaped like a screaming humanoid skull, with ruby eyes and emeralds for teeth. It hangs from an iron chain necklace.
\nThe amulet has 6 charges and regains 1d6 charges daily at dawn. While wearing the amulet, you can use an action to expend 1 of its charges to transport yourself and anything you are wearing or carrying to a location within 100 feet of you. The destination you choose doesn’t need to be in your line of sight, but it must be familiar to you (in other words, a place you have seen or visited), and it must be on the same plane of existence as you. This effect isn’t subject to the magic restrictions placed on the Tomb of the Nine Gods; thus, the amulet can be used to enter and exit the tomb.
\nIf you aren’t undead, you must make a DC 16 Constitution saving throw each time you use the amulet to teleport. On a failed saving throw, the black skull cackles as you are transformed in transit. The transformation takes effect as soon as you arrive at the destination, and is determined randomly by rolling percentile dice and consulting the Black Skull Transformation table.
\nd100 | \nTransformation | \n
---|---|
01–20 | \nThe symbol of Acererak is burned into your flesh, a curse that can only be removed with a remove curse spell or similar magic. Until the curse ends, your hit points can’t be restored by magic. | \n
21–35 | \nYou grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. | \n
36–50 | \nYou grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour. | \n
51–70 | \nYou arrive at the destination wearing nothing but the amulet of the black skull. Everything else that you were wearing or carrying appears in a random unoccupied space within 100 feet of you. | \n
71–95 | \nYou are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic. | \n
96–00 | \nYou become petrified. This effect can be ended only with a greater restoration spell or similar magic. | \n
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
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\nA Large or smaller creature hit by a net is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net.
\nWhen you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.
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\nIf you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
\nThe talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}) check, ending the effect of such wounds on it on a success.
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\nThe first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
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\nCurse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
","chat":"This suit of plate armor is fashioned from giant scorpion chitin. While wearing this armor, you gain the following benefits:
\nCurse. This armor is cursed. Whenever you don or doff it, you must make a DC 15 Constitution saving throw, taking 100 (10d10 + 45) poison damage on a failed save, or half as much damage on a successful one. Only a wish spell can remove the armor’s curse.
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\nIn a Sivis message station, a gnome is always on duty by the speaking stone, listening for messages that might come in and transcribing them for delivery to their intended recipients.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nIn addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nCurse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
\nIn addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
\nYou can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
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\nAs a bonus action, a creature can turn a special key to arm the grenade. Once armed, the grenade explodes in a matter of seconds. As an action, the wielder can hurl the grenade up to 120 feet. At the end of their turn, the grenade explodes. All creatures within 60 feet of the grenade when it explodes suffer the following effects:
\nThe grenade explodes immediately if a creature places it in an extradimensional space or teleports while in possession of it. The effects of the explosion will be felt at both the origin and terminus of the teleportation, but only affecting all creatures within 30 feet of either location.
\n*Found in the Dungeon Master’s Guide.
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\nIncreased Potency. While you are attuned to this weapon, its bonus on attack rolls and damage rolls increases to +2, and a hit deals an extra 2d6 necrotic damage (instead of 1d6).
\nSpells. Hazirawn has 4 charges to cast spells. As long as the sword is attuned to you and you are holding it in your hand, you can cast detect magic (1 charge), detect evil and good (1 charge), or detect thoughts (2 charges). Each night at midnight, Hazirawn regains 1d4 expended charges.
\nWounding. While you are attuned to the weapon, any creature that you hit with Hazirawn can’t regain hit points for 1 minute. The target can make a DC 15 Constitution saving throw at the end of each of its turns, ending this effect early on a success.
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\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nSilver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298256,"modifiedTime":1674385498482,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"bnSPqIu9veA0fhE3","name":"Wand of Wonder","type":"equipment","img":"icons/weapons/wands/wand-gem-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wand","avatarUrl":"https://www.dndbeyond.com/avatars/19/201/636382355375717428.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/486/636284784520399817.jpeg","filterType":"Wand","tags":["Damage","Control","Utility","Combat","Deception"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":212,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Wand-of-Wonder.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4800,"originalName":"Wand of Wonder","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
\nIf the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
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 dust and is destroyed.
d100 | \nEffect | \n
---|---|
01-05 | \nYou cast slow. | \n
06-10 | \nYou cast faerie fire. | \n
11-15 | \nYou are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the start of your next turn, believing something awesome just happened. | \n
16-20 | \nYou cast gust of wind. | \n
21-25 | \nYou cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. | \n
26-30 | \nYou cast stinking cloud. | \n
31-33 | \nHeavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. | \n
34-36 | \nAn animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01–25, a rhinoceros appears; on a 26–50, an elephant appears; and on a 51–100, a rat appears. | \n
37-46 | \nYou cast lightning bolt. | \n
47-49 | \nA cloud of 600 oversized butterflies fills a 30‐foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. | \n
50-53 | \nYou enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. | \n
54-58 | \nYou cast darkness. | \n
59-62 | \nGrass grows on the ground in a 60‐foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute. | \n
63-65 | \nAn object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. | \n
66-69 | \nYou shrink yourself as if you had cast enlarge/reduce on yourself. | \n
70-79 | \nYou cast fireball. | \n
80-84 | \nYou cast invisibility on yourself. | \n
85-87 | \nLeaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. | \n
88-90 | \nA stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. | \n
91-95 | \nA burst of colorful shimmering light extends from you in a 30‐foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. | \n
96-97 | \nThe target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | \n
98-00 | \nIf you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{petrified}. On any other failed save, the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} and begins to turn to stone. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{restrained} in this way, the target must repeat the saving throw at the end of its next turn, becoming @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{petrified} on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | \n
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
\nThe robe has two of each of the following patches:
\n
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
d100 | \nPatch | \n
---|---|
01-08 | \nBag of 100 gp | \n
09-15 | \nSilver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | \n
16-22 | \nIron 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 | \n
23-30 | \n10 gems worth 100 gp each | \n
31-44 | \nWooden ladder (24 feet long) | \n
45-51 | \nA riding horse with saddle bags | \n
52-59 | \nPit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | \n
60-68 | \nPotion of healing (4) | \n
69-75 | \nRowboat (12 feet long) | \n
76-83 | \nSpell scroll containing one spell of 1st to 3rd level | \n
84-90 | \nMastiff (2) | \n
91-96 | \nWindow (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | \n
97-00 | \nPortable ram | \n
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 195","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"details":{"description":"
Wondrous item
\nThis robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
\nThe robe has the following patches:
\nIn addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
\nd100 | \nPatch | \n
01-08 | \nBag of 100 gp | \n
09-15 | \nSilver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | \n
16-22 | \nIron door (up to 10 feet wide and 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. | \n
23-30 | \n10 gems worth 100 gp each | \n
31-44 | \nWooden ladder (24 feet long) | \n
45-51 | \nA @Compendium[dnd5e.monsters.rz8UTUnFT87BsAFR]{Riding Horse} with saddle bags | \n
52-59 | \nPit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you | \n
60-68 | \n4 @Compendium[dnd5e.items.ytlsBjYsZ7OBSEBs]{Potions of Healing} | \n
69-75 | \nRowboat (12 feet long) | \n
76-83 | \nSpell scroll containing one spell of 1st to 3rd level | \n
84-90 | \n2 @Compendium[dnd5e.monsters.YTpL2c3NO4sOn2UA]{Mastiffs} | \n
91-96 | \nWindow (2 feet by 4 feet, up to 2 feet deep) which you can place on a vertical surface you can reach | \n
97-00 | \nPortable ram | \n
Foundry note: the Other Formula has been set to calculate the 4d4 patches if required.
\nAdditionally, it is recommended to delete items here as necessary to track patches left.
\nThe price guide has been calculated at 5*item for the maximum number of items possible. Please adjust as necessary to reflect the number of patches and the DM's world economy.
\n"},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298263,"modifiedTime":1674385498489,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"boFx3oX5Vi4aRA9W","name":"Longsword, +2","type":"weapon","img":"icons/weapons/swords/sword-guard-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5282,"originalName":"Longsword, +2","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"
You have a +2 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Longsword"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod + 2","slashing"]],"versatile":"1d10[slashing] + 2 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298265,"modifiedTime":1674385498493,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Opal","type":"loot","system":{"description":{"value":"A translucent pale blue with green and golden mottling gemstone worth 1,000 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":1000,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":1000,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":258,"originalName":"Opal","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/clay-orange.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230118,"modifiedTime":1674385498496,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"boU6WOtoCVVvi8nr"} {"_id":"bonc0BT8h0Kiw39x","name":"Master’s Amulet","type":"equipment","img":"icons/equipment/neck/amulet-carved-runed-othila-fehu-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":81901,"originalName":"Master’s Amulet"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created.
\nA shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
\nA shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
","chat":"Every shield guardian has an amulet magically linked to it. A shield guardian can have only one corresponding amulet, and if that amulet is destroyed, the shield guardian is incapacitated until a replacement amulet is created.
\nA shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
\nA shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298270,"modifiedTime":1674385498499,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"brK6z9UKT1ubGY4p","name":"Spell Scroll (2nd Level)","type":"consumable","img":"icons/sundries/scrolls/scroll-symbol-eye-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scroll","filterType":"Scroll","tags":["Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5162,"originalName":"Spell Scroll (2nd Level)","version":"3.2.7"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 12. On a failed check, the spell disappears from the scroll with no other effect.
\nThis scroll contains a 2nd level spell. The spell's saving throw DC is 13 and attack bonus is +5.
\nA wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check with a DC equal to 12. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
","chat":"","unidentified":"Scroll"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"scroll","properties":{"mgc":true},"baseItem":"","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298273,"modifiedTime":1674385498502,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"btRGEPW3rPf4Mifa","name":"Wreath of the Prism (Exalted)","type":"equipment","img":"icons/commodities/treasure/crown-gold-laurel-wreath.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/9170/138/637199799063757513.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/139/637199799066117948.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":274,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Wreath-of-the-Prism-Exalted-.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434430,"originalName":"Wreath of the Prism (Exalted)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
\nWhile wearing the wreath in its dormant state, you have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet. If you already have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision}, wearing the wreath increases the range of your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} by 60 feet.
\nWhen you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nOnce the Wreath of the Prism reaches an awakened state, it gains the following benefits:
\nOnce the Wreath of the Prism reaches an exalted state, it gains the following benefits:
\nA spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe diamond spell gem is a legendary item and can store up to a 9th level spell. The stored spell's saving throw DC is 19 and has a +11 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","chat":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe diamond spell gem is a legendary item and can store up to a 9th level spell. The stored spell's saving throw DC is 19 and has a +11 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","unidentified":"Wondrous item"},"source":"Out of the Abyss","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298278,"modifiedTime":1674385498510,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"buT0gC4KiQItI4AQ","name":"Armor of Lightning Resistance, Scale Mail","type":"equipment","img":"icons/equipment/chest/breastplate-scale-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9332/974/637206573720855011.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9332/975/637206573723023093.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Lightning-Resistance-Scale-Mail.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5021,"originalName":"Armor of Lightning Resistance, Scale Mail","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to lightning damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":45,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"scalemail","speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298281,"modifiedTime":1674385498513,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"bv9nLAvXH1xvFScH","name":"Potion of Giant Size","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-labeled-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Buff","Shapechanging"],"sources":[{"sourceId":12,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5522,"originalName":"Potion of Giant Size"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
\nEverything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
\nWhen the effect ends, any hit points you have above your hit point maximum become temporary hit points.
\nThis potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
","chat":"When you drink this potion, you become Huge for 24 hours if you are Medium or smaller, otherwise the potion does nothing. For that duration, your Strength becomes 25, if it isn’t already higher, and your hit point maximum is doubled (your current hit points are doubled when you drink the potion). In addition, the reach of your melee attacks increases by 5 feet.
\nEverything you are carrying and wearing also increases in size for the duration. When rolling damage for weapons enlarged in this manner, roll three times the normal number of dice; for example, an enlarged longsword would deal 3d8 slashing damage (instead of 1d8), or 3d10 slashing damage (instead of 1d10) when used with two hands.
\nWhen the effect ends, any hit points you have above your hit point maximum become temporary hit points.
\nThis potion is a pale white liquid made from the tongue of a giant clam, with a pungent aroma akin to that of rotting algae. It tastes sweet, however, when consumed.
","unidentified":"Potion"},"source":"Storm King's Thunder","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298283,"modifiedTime":1674385498516,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"bvajru2x1VvLH4sU","name":"Spell Scroll","type":"consumable","img":"icons/sundries/scrolls/scroll-symbol-eye-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scroll","filterType":"Scroll","tags":["Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":200,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5418,"originalName":"Spell Scroll","version":"3.2.7"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.
\nThe level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.
\nSpell Level | \nRarity | \nSave DC | \nAttack Bonus | \n
---|---|---|---|
Cantrip | \nCommon | \n13 | \n+5 | \n
1st | \nCommon | \n13 | \n+5 | \n
2nd | \nUncommon | \n13 | \n+5 | \n
3rd | \nUncommon | \n15 | \n+7 | \n
4th | \nRare | \n15 | \n+7 | \n
5th | \nRare | \n17 | \n+9 | \n
6th | \nVery rare | \n17 | \n+9 | \n
7th | \nVery rare | \n18 | \n+10 | \n
8th | \nVery rare | \n18 | \n+10 | \n
9th | \nLegendary | \n19 | \n+11 | \n
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
\n\n","chat":"","unidentified":"Scroll"},"source":"Basic Rules, Player's Handbook pg 200","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"scroll","properties":{"mgc":true},"baseItem":"","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298286,"modifiedTime":1674385498520,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Camel","type":"backpack","system":{"description":{"value":"VARIANT: SCROLL MISHAPS
\nA creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.
\nScroll Mishap
\n\n\n
\n \n\n\nd6 \nResult \n\n \n1 \nA surge of magical energy deals the caster 1d6 force damage per level of the spell. \n\n \n2 \nThe spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target. \n\n \n3 \nThe spell affects a random location within the spell’s range. \n\n \n4 \nThe spell’s effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a fireball might produce an area of harmless cold. \n\n \n5 \nThe caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell’s duration, or 1d10 minutes for spells that take effect instantaneously. For example, a fireball might cause smoke to billow from the caster’s ears for 1d10 minutes. \n\n \n\n6 \nThe spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell’s maximum range, if the target has moved away. \n@Compendium[world.ddb-graus-dnd-tables.Spell Scroll: Scroll Mishap]{Open RollTable Spell Scroll: Scroll Mishap}\n
Camel Statistics
\nA good mount can help you move more quickly through the wilderness, but its primary purpose is to carry the gear that would otherwise slow you down.
\nAn animal pulling a carriage, cart, chariot, sled, or wagon can move weight up to five times its base carrying capacity, including the weight of the vehicle. If multiple animals pull the same vehicle, they can add their carrying capacity together.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nEach spell gem has a maximum level for the spell it can store. The spell level determines the gem’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
\nMax. Spell Level | \nGemstone | \nRarity | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nObsidian | \nUncommon | \n13 | \n+5 | \n
1st | \nLapis lazuli | \nUncommon | \n13 | \n+5 | \n
2nd | \nQuartz | \nRare | \n13 | \n+5 | \n
3rd | \nBlood Stone | \nRare | \n15 | \n+7 | \n
4th | \nAmber | \nVery rare | \n15 | \n+9 | \n
5th | \nJade | \nVery rare | \n17 | \n+9 | \n
6th | \nTopaz | \nVery rare | \n17 | \n+10 | \n
7th | \nStar ruby | \nLegendary | \n18 | \n+10 | \n
8th | \nRuby | \nLegendary | \n18 | \n+10 | \n
9th | \nDiamond | \nLegendary | \n19 | \n+11 | \n
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nEach spell gem has a maximum level for the spell it can store. The spell level determines the gem’s rarity and the stored spell’s saving throw DC and attack bonus, as shown in the Spell Gem table.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
\nMax. Spell Level | \nGemstone | \nRarity | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nObsidian | \nUncommon | \n13 | \n+5 | \n
1st | \nLapis lazuli | \nUncommon | \n13 | \n+5 | \n
2nd | \nQuartz | \nRare | \n13 | \n+5 | \n
3rd | \nBlood Stone | \nRare | \n15 | \n+7 | \n
4th | \nAmber | \nVery rare | \n15 | \n+9 | \n
5th | \nJade | \nVery rare | \n17 | \n+9 | \n
6th | \nTopaz | \nVery rare | \n17 | \n+10 | \n
7th | \nStar ruby | \nLegendary | \n18 | \n+10 | \n
8th | \nRuby | \nLegendary | \n18 | \n+10 | \n
9th | \nDiamond | \nLegendary | \n19 | \n+11 | \n
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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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.
","chat":"","unidentified":"Shotgun"},"source":"Dungeon Master's Guide pg 213","quantity":1,"weight":7,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":90,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d8[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"shotgun","properties":{"amm":false,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":true,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298316,"modifiedTime":1674385498556,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"cGa5VAZQHqJJJIXa","name":"Smoldering Armor, Chain Shirt","type":"equipment","img":"icons/commodities/metal/mail-chain-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":[],"sources":[{"sourceId":27,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":36825,"originalName":"Smoldering Armor, Chain Shirt","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Wisps of harmless, odorless smoke rise from this armor while it is worn.
","chat":"","unidentified":null},"source":"Xanathar's Guide to Everything","quantity":1,"weight":20,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainshirt","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298319,"modifiedTime":1674385498559,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"cKFUgJsh5MPvHZSU","name":"The Codicil of White","type":"equipment","img":"icons/sundries/books/book-backed-wood-tan.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/12735/208/637357088955779767.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/12735/209/637357088959650197.jpeg","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":66,"pageNumber":317,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-The-Codicil-of-White.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2188449,"originalName":"The Codicil of White"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.
\nA creature with the codicil in its possession has resistance to cold damage.
\nThe codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, and a poem called “Rime of the Frostmaiden” (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.
","chat":"The Codicil of White is a tall, thin volume bound in white ermine fur over seasoned boards of white pine and sealed with a clasp and lock of tarnished silver. The book is cold to the touch, and the fur is worn about the edges from use. The twenty-seven pages within are of vellum painted with silver gilt on the outer edges. The whole is sewn to a leather binding with strips of sinews, making it quite durable.
\nA creature with the codicil in its possession has resistance to cold damage.
\nThe codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, and a poem called “Rime of the Frostmaiden” (see appendix E). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion.
","unidentified":"Wondrous item"},"source":"Icewind Dale: Rime of the Frostmaiden pg 317","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298321,"modifiedTime":1674385498562,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"cN8QeFZQCJiPGb50","name":"Verminshroud","type":"equipment","img":"icons/equipment/back/cape-layered-tattered-brown-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":273,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434382,"originalName":"Verminshroud","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
\nWhile wearing the Verminshroud in its dormant state, you gain the following benefits:
\nWhile wearing the Verminshroud in its awakened state, you gain the following benefits:
\nWhile wearing the Verminshroud in its exalted state, you gain the following benefits:
\nStandard feed typically consumed by a mount per day.
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Damage Immunities: poison, psychic
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2 | \nForward window shutter opens. | \nForward window shutter closes. | \n
3 | \nSide window shutters open (two per side). | \nSide window shutters close (two per side). | \n
4 | \nTwo claws extend from the front sides of the apparatus. | \nThe claws retract. | \n
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7 | \nThe apparatus turns 90 degrees left. | \nThe apparatus turns 90 degrees right. | \n
8 | \nEyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | \nThe light turns off. | \n
9 | \nThe apparatus sinks as much as 20 feet in liquid. | \nThe apparatus rises up to 20 feet in liquid. | \n
10 | \nThe rear hatch unseals and opens. | \nThe rear hatch closes and seals. | \n
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\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide:
\nProperties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature.
\nTraverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
\nBones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
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\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide:
\nProperties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature.
\nTraverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
\nBones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
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\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 13. On a failed check, the spell disappears from the scroll with no other effect.
\nThis scroll contains a 3rd level spell. The spell's saving throw DC is 15 and attack bonus is +7.
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\nAny creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, and constructs succeed on the saving throw automatically.
\nAn extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
\nIf the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.
\nWhile within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.
\nIn a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
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\nWhile you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
\nd20 | \nFish Color | \nResult | \n
1-10 | \nGreen with copper bands | \nThis tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. | \n
11-14 | \nYellow with black stripes | \nOnce removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. | \n
15-18 | \nBlue with white bands | \nWhen released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. | \n
19-20 | \nGold with silver stripes | \nThis tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught. | \n
This tiny silver fishhook has a little gold feather attached to it. For it to function, the feathered hook must be tied to the end of a fishing line and immersed in enough water to fill at least a 10-foot cube. At the end of each uninterrupted hour of immersion, roll a d6. On a 6, a floppy, 6-inch-long magical fish appears on the end of the hook. The color and properties of the conjured fish are determined by rolling on the Hook of Fisher’s Delight table. Once the hook conjures a fish, it can’t do so again until the next dawn.
\nd20 | \nFish Color | \nResult | \n
1-10 | \nGreen with copper bands | \nThis tasty fish provides a day’s worth of nourishment to one creature that eats it. The fish loses this property and rots if it’s not eaten within 24 hours of being caught. | \n
11-14 | \nYellow with black stripes | \nOnce removed from the hook, this awful-tasting fish can be thrown up to 120 feet, targeting a creature the thrower can see. The target must succeed on a DC 15 Strength saving throw or be knocked prone. The fish then disappears. | \n
15-18 | \nBlue with white bands | \nWhen released from the hook, this fish squirms free, sprouts wings, follows you around, and sings a beautiful tune in Aquan. It disappears after 2d4 hours or when reduced to 0 hit points. The fish uses the quipper stat block, except that it can breathe air and has a flying speed of 30 feet. | \n
19-20 | \nGold with silver stripes | \nThis tasty fish provides a day’s worth of nourishment to one creature that eats it and grants 2d10 temporary hit points to that creature. The fish loses these properties and rots if it’s not eaten within 24 hours of being caught. | \n
This scintillating copper coin sheds dim light in a 5-foot radius. If dropped a distance greater than 5 feet, the coin issues a melodious ringing sound when it hits a surface. Any creature that can hear the chime can determine the distance the coin dropped based on the tone.
","chat":"","unidentified":"Wondrous item"},"source":"Explorer's Guide to Wildemount pg 266","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298434,"modifiedTime":1674385498690,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"dXisrx9exg1a7cOS","name":"Wreath of the Prism","type":"equipment","img":"icons/commodities/treasure/crown-gold-laurel-wreath.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/9170/140/637199799067788253.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/141/637199799068878187.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":274,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Wreath-of-the-Prism.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434431,"originalName":"Wreath of the Prism","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
\nWhile wearing the wreath in its dormant state, you have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet. If you already have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision}, wearing the wreath increases the range of your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} by 60 feet.
\nWhen you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nOnce the Wreath of the Prism reaches an awakened state, it gains the following benefits:
\nOnce the Wreath of the Prism reaches an exalted state, it gains the following benefits:
\nIggwilv crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.
\nAttunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
\nThree hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
\nRandom Properties. Regardless of the form it takes, the cauldron has the following random properties:
\nIron Cauldron. The iron cauldron has the following properties:
\nDestroying the Cauldron. The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.
\nThe destruction of Iggwilv’s Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the “Hag Covens” sidebar in the Monster Manual).
\nReconstructing the Cauldron. If all eight pieces of the shattered cauldron are within 5 feet of one another, a wish spell can reassemble them, restoring the cauldron and all its properties. The cauldron’s reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse.
\n\nTHE WITCH QUEEN’S CAULDRON
\nAs explained in the description of Iggwilv’s Cauldron, the poem titled “The Witch Queen’s Cauldron” is an incantation that hints at the time-freezing property of the artifact:
\nEight cats perch atop eight dead attending
\n
Eight lizards flee from eight cats scavenging
Eight toads climbing meet eight dead and falling
Eight snakes sneak under eight bats screaming
Eight eyes open, always dreaming
All on the cauldron that is ever seeming
A standard shovel used for digging.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":2,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":82,"originalName":"Shovel","version":"3.2.7"}},"effects":[],"img":"icons/tools/hand/shovel-spade-steel-grey.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224233,"modifiedTime":1674385498699,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"da23Mj9HV21EHCjr"} {"_id":"dd3wKQK4sNS1GKJ5","name":"Pariah’s Shield","type":"equipment","img":"icons/skills/targeting/target-strike-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":[],"sources":[{"sourceId":38,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":316763,"originalName":"Pariah’s Shield"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
\nYou gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
\nWhen a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
","chat":"Soldiers of the Boros Legion consider it an honor to bear this shield, even knowing that it might be the last honor they receive. The front of the shield is sculpted to depict a grieving human face.
\nYou gain a +1 bonus to AC for every two allies within 5 feet of you (up to a maximum of +3) while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC.
\nWhen a creature you can see within 5 feet of you takes damage, you can use your reaction to take that damage, instead of the creature taking it. When you do so, the damage type changes to force.
","unidentified":null},"source":"Guildmasters' Guide to Ravnica","quantity":1,"weight":6,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":2,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"shield","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298444,"modifiedTime":1674385498702,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"ddQRyXq3zX0D5RZO","name":"Candle of Invocation","type":"equipment","img":"icons/sundries/lights/candle-unlit-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/211/636382362925786590.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/154/636284718775284573.jpeg","filterType":"Wondrous item","tags":["Buff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":157,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Candle-of-Invocation.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4598,"originalName":"Candle of Invocation","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly.
\nd20 | \nAlignment | \n
1-2 | \nChaotic evil | \n
3-4 | \nChaotic neutral | \n
5-7 | \nChaotic good | \n
8-9 | \nNeutral evil | \n
10-11 | \nNeutral | \n
12-13 | \nNeutral good | \n
14-15 | \nLawful evil | \n
16-17 | \nLawful neutral | \n
18-20 | \nLawful good | \n
\n
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
\nWhile lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
\nAlternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 157","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298447,"modifiedTime":1674385498704,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"deL2b3alukXtN0WA","name":"Khrusor, Spear of Heliod","type":"weapon","img":"icons/weapons/polearms/spear-flared-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Spear","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/10836/107/637266327400018512.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/10836/108/637266327401668917.jpeg","filterType":"Weapon","tags":[],"sources":[{"sourceId":61,"pageNumber":200,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Khrusor-Spear-of-Heliod.jpeg","restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1752521,"originalName":"Khrusor, Spear of Heliod","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Heliod wields Khrusor, a spear blessed with the power of the sun. In his hands, it can be pitched from Nyx to any point on Theros. When Heliod lends his weapon to a mortal, it’s typically so they can perform some great work in his name or as a test of their worthiness.
\nSpear of the Sun. This spear grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using this spear, the target takes an extra 2d8 radiant damage.
\nBlessing of the Sun. If you are a worshiper of Heliod, you gain all the following benefits for which you have the required piety:
\nPiety 3+. You gain 15 temporary hit points each dawn.
\nPiety 10+. The spear has 1 randomly determined minor beneficial property.
\nPiety 25+. The spear has 1 additional randomly determined minor beneficial property.
\nPiety 50+. The spear has 1 randomly determined major beneficial property.
\nIf you aren’t a worshiper of Heliod, the spear has 2 randomly determined major detrimental properties.
\nSee “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
\nLuminous. The spear sheds bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight.
\nSun’s Retaliation. When you take damage from a creature within 5 feet of you, you can use your reaction to make a melee attack with the spear against that creature. On a hit, the spear deals damage as normal, and the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} until the start of its next turn. This property of the spear can’t be used again until the next dawn.
\nSpells. The spear 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 (save DC 18) from it: guiding bolt (1 charge), daylight (3 charges, targeting the tip of the spear only), sunbeam (6 charges). The spear regains 1d6+4 expended charges daily at dawn.
\nDestroying the Spear. If taken to Erebos’s palace in Tizerus, and used to sacrifice a champion of Heliod to Erebos, Khrusor is either destroyed or fundamentally twisted to Erebos’s service.
","chat":"","unidentified":"Spear"},"source":"Mythic Odysseys of Theros pg 200","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod + 3","piercing"],["2d8[radiant]","radiant"]],"versatile":"1d8[piercing] + 3 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"spear","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298449,"modifiedTime":1674385498707,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Onyx","type":"loot","system":{"description":{"value":"An opaque gemstone with bands of black and white, or pure black or white worth 50 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":50,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":50,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":282,"originalName":"Onyx","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-faceted-round-black.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230261,"modifiedTime":1674385498710,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"dfxx7Yw208D34jDB"} {"_id":"dgCqZvedEqSRiF7H","name":"Absorbing Tattoo, Fire","type":"equipment","img":"icons/magic/fire/projectile-fireball-smoke-strong-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":119,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2400510,"originalName":"Absorbing Tattoo, Fire","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo features red designs.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nDamage Resistance. While the tattoo is on your skin, you have resistance to fire damage.
\nDamage Absorption. When you take fire damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
A fragrant commodity typically used by the wealthy.
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\nCurse. Attuning to Harkon’s Bite curses you until either Harkon Lukas removes the necklace from you or you are targeted by a remove curse spell or similar magic. As long as you remain cursed, you cannot remove the necklace.
\nUpon donning or removing the necklace, whether you are attuned to it or not, you are afflicted with werewolf lycanthropy as detailed in the Monster Manual. The curse lasts until the dawn after the next full moon. If you are still wearing the necklace at this time, you are afflicted with the lycanthropy again.
","chat":"","unidentified":"Wondrous item"},"source":"Van Richten’s Guide to Ravenloft pg 137","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":69,"pageNumber":137,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3305443,"originalName":"Harkon’s Bite","version":"3.2.7"}},"effects":[],"img":"icons/equipment/neck/pendant-simple-tooth.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223622,"modifiedTime":1674385498738,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"dzaksgZPj89LSuWA"} {"_id":"e3pDpORW2L0Xc96L","name":"Hellfire Dart","type":"weapon","img":"icons/weapons/thrown/dart-feathered.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Dart","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":48,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":842397,"originalName":"Hellfire Dart"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nWind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft.
\nComforting Wind. You can’t suffocate.
\nWind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest.
\nWind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
\nGift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
\n\n","chat":"Armor. The armor is now an uncommon magic item that requires attunement. You gain a bonus to speed of 5 feet while you wear the armor, and if it normally imposes disadvantage on Stealth checks, it no longer does so.
\nBoots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
\n
This blue pennant is crafted from silk and is five feet long and whips about as if buffeted by a wind. The vind (wind) rune appears on its surface, looking almost like a cloud. The pennant has the following properties, which work only while it’s on your person.
\nWind Step. As an action, you fly up to 20 feet. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft.
\nComforting Wind. You can’t suffocate.
\nWind’s Grasp. As a reaction when you fall, you can cause yourself to take no damage from the fall. Once you use this property, you can’t use it again until you finish a short or long rest.
\nWind Walker. While you are attuned to this rune, you can cast levitate as a bonus action. Once you use this property, you can’t use it again until you finish a short or long rest.
\nGift of Wind. You can transfer the pennant’s magic to a nonmagical item — a suit of armor, a pair of boots, or a cloak — by tracing the vind rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the pennant is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
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\nBoots/Cloak. The pair of boots or cloak is now a rare magic item that requires attunement. While wearing the item, you can convert up to 20 feet of your movement on each of your turns into flight. If you don’t land at the end of this flight, you fall unless you have another means of staying aloft. You can also cast feather fall once from the item, and you regain the ability to do so when you finish a short or long rest.
\n
This onyx sphere bears deep, spiraling grooves and dangles from an iron chain. While the orb is on your person, you gain the following benefits:
\nCurse. The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
","chat":"","unidentified":"Wondrous item"},"source":"Explorer's Guide to Wildemount pg 268","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298488,"modifiedTime":1674385498746,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"e7nOKpGzF6QlbavZ","name":"Ioun Stone of Natural Knowledge","type":"equipment","img":"icons/commodities/gems/gem-rough-cushion-orange-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff"],"sources":[{"sourceId":40,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":354054,"originalName":"Ioun Stone of Natural Knowledge"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"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.
\nWhen 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.
\nA 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.
\nNatural Knowledge. You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
","chat":"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.
\nWhen 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.
\nA 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.
\nNatural Knowledge. You gain proficiency in the Nature skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
","unidentified":"Wondrous item"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298490,"modifiedTime":1674385498749,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"e9XX7ZEwSzB8Wr68","name":"Glamerweave","type":"equipment","img":"icons/equipment/chest/shirt-collared-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215556,"originalName":"Glamerweave","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Glamerweave is clothing imbued with harmless illusory magic. While wearing the common version of these clothes, you can use a bonus action to create a moving illusory pattern within the cloth.
\nUncommon glamerweave can have the pattern rise from the cloth. For example, a glamerweave gown might be wreathed in harmless, illusory flames, while a glamerweave hat might have illusory butterflies fluttering around it.
\nWhen you make a Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Performance}) or Charisma (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Persuasion}) check while wearing the uncommon version of glamerweave, you can roll a d4 and add the number rolled to the check. Once you use this property, it can’t be used again until the next dawn.
","chat":"","unidentified":"Wondrous item"},"source":"Wayfinder's Guide to Eberron","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298493,"modifiedTime":1674385498752,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"e9YeWc11buK5DSQV","name":"Bridle of Capturing","type":"equipment","img":"icons/environment/creatures/horse-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":56,"pageNumber":94,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1145000,"originalName":"Bridle of Capturing"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle’s power until the next dawn.
\nA creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.
","chat":"This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle’s power until the next dawn.
\nA creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle.
","unidentified":"Wondrous item"},"source":"Infernal Machine Rebuild pg 94","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298496,"modifiedTime":1674385498754,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"eBjmgRnNLeNNMUdH","name":"Vicious Musket","type":"weapon","img":"icons/weapons/guns/gun-blunderbuss-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Musket","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":209,"sourceType":1}],"restrictions":["20 on the Attack Roll"],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3414046,"originalName":"Vicious Musket","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"","1":"20 on the Attack Roll"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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","chat":"","unidentified":"Shortbow"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":80,"long":320,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod + 1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"shortbow","properties":{"amm":true,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298501,"modifiedTime":1674385498760,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"eFQo3Pya2CfhFTLd","name":"Hat of Wizardry","type":"equipment","img":"icons/equipment/head/hat-pointed-leather-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":27,"pageNumber":137,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":27050,"originalName":"Hat of Wizardry","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This antiquated, cone-shaped hat is adorned with gold crescent moons and stars. While you are wearing it, you gain the following benefits:
\nThis 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.
\nPlacing 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.
\nThe 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.
\nPlacing 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.
","chat":"","unidentified":"Wondrous item"},"source":"Dungeon Master's Guide pg 174","quantity":1,"weight":5,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":120,"weightless":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298506,"modifiedTime":1674385498765,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"eHlbgpr6AVSv1aNb","name":"Occultant Abacus","type":"equipment","img":"icons/commodities/currency/coins-engraved-hole-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/6199/621/636951007515450035.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6199/622/636951007516856363.jpeg","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":44,"pageNumber":31,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Occultant-Abacus.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":704165,"originalName":"Occultant Abacus","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Head office grants you the use of a unique item known as an occultant abacus (sometimes just referred to as an occultant), whose beads resemble tiny skulls.
\nAlso at rank 1, your occultant abacus not only tracks your franchise’s kills, it helps you determine the impact of those kills on the franchise’s fate. Over a period of 1 minute, you can study a creature killed by someone in your franchise within the last 24 hours, then grant the character who slew it a d10. Once within the next hour, that character can add the d10 to an attack roll, ability check, or saving throw. If it’s not clear who administered the killing blow, you grant this benefit to a random creature involved in the fight. Once you use this feature, you can’t use it again until you finish a long rest.
\nd6 | \nReading | \n
---|---|
1 | \nUsing a tiny bellows to pump one last breath into a corpse. | \n
2 | \nReading the entrails with special reading-the-entrails glasses. | \n
3 | \nBurning a small piece of the body and looking for shapes in the smoke. | \n
4 | \nA cautious, reasoned, professional guesstimate. | \n
5 | \nCareful measurements. The distance between nostrils. The difference between the index finger and the middle finger. The elasticity of the ear lobe. | \n
6 | \nYou take a long, careful look, and then decide based on which fellow franchisee has been nice to you lately. | \n
Starting at rank 2, your occultant abacus becomes an uncommon magic item that can track lives both eliminated and saved. While holding your occultant abacus within 5 feet of a creature killed within the past 24 hours, you can cast the augury spell. The course of action you inquire about with the spell does not need to have any connection to the dead creature. This property of the occultant abacus can’t be used again until the next dawn.
\nAlso at rank 2, you regain the use of your Read the Kill feature after you finish a short or long rest.
\nAt rank 3, one of the beads on your occultant abacus channels the power of instant karma, turning the occultant abacus into a rare magic item. As a reaction, you can target one creature you can see that is about to attempt an ability check, attack roll, or saving throw, either granting advantage or imposing disadvantage on the roll. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
\nAt rank 4, one of the beads on your occultant abacus allows you to divert karma to where it’s needed, turning the occultant abacus into a very rare magic item. While the bead is unused, you know automatically when any creature you can see is about to make an ability check, attack roll, or saving throw with disadvantage. When such a roll is made, you can use a reaction to grant a d10 to a different creature you can see. That creature can add the d10 to any ability check, attack roll, or saving throw it makes within the next minute. The bead crumbles to dust when used, reappearing on your occultant abacus at the next dawn.
\nAs a rank 4 occultant, you learn that sometimes the death of a creature has unintended consequences. Within seven days of a creature’s death, you can use your occultant abacus to divine ways to reverse or mitigate events resulting from that death. As an action, make a DC 15 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Religion}) check. On a success, you learn the relevant information based on the @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature} of the creature and its place in the world.
\nIf you fail the check, this property of the occultant abacus can’t be used again until the next dawn. If you succeed on the check, this property can’t be used again until dawn seven days later.
","chat":"","unidentified":"Wondrous item"},"source":"Acquisitions Incorporated pg 31","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298509,"modifiedTime":1674385498768,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Finder's Goggles","type":"equipment","system":{"description":{"value":"The lenses of these garish goggles are carved from Siberys dragonshards. While wearing these lenses, you gain the following benefits:
\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
\nWhen you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
","chat":"","unidentified":"Scimitar"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[slashing] + @mod + 3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"scimitar","properties":{"amm":false,"hvy":false,"fin":true,"fir":false,"foc":false,"lgt":true,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":false,"mgc":true,"ada":false,"sil":false},"proficient":false,"attributes":{"spelldc":10},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385298518,"modifiedTime":1674385498773,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"eOEYByhMGmsqi4Kn","name":"Elemental Essence Shard, Air","type":"equipment","img":"icons/commodities/gems/pearl-storm.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":127,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2407568,"originalName":"Elemental Essence Shard, Air","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can use this property.
\nAir. You can immediately fly up to 60 feet without provoking opportunity attacks.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nWhile holding the rose by its stem, you gain resistance to damage of the type associated with the rose’s color. If you would take more than 10 damage of this type from a single source (after applying the resistance), the rose disintegrates, and you take no damage instead.
\nAs an action, you can blow the petals from the rose to produce a 20-foot cone of acid, lightning, poisonous gas, fire, or cold, as dictated by the rose’s damage type. Each creature in the cone must make a DC 15 Constitution saving throw, taking 3d10 damage of the appropriate type on a failed save, or half as much damage on a successful one. Using this property destroys the rose.
\nColor | \nVisual Effect | \nDamage Type | \n
---|---|---|
Black | \nDrips acid | \nAcid | \n
Blue | \nCrackles with lightning | \nLightning | \n
Green | \nIssues green gas | \nPoison | \n
Red | \nWreathed in fire | \nFire | \n
White | \nCovered in frost | \nCold | \n
You have resistance to psychic damage while wearing this jade ring.
","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385300804,"modifiedTime":1674385498786,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Parchment (one sheet)","type":"consumable","system":{"description":{"value":"A sheet of parchment is a piece of goat hide or sheepskin that has been prepared for writing on.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0.1,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"trinket","cost":0.1,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Communication","Social","Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":12,"originalName":"Parchment (one sheet)","version":"3.2.7"}},"effects":[],"img":"icons/sundries/documents/document-symbol-circle-gold-red.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223832,"modifiedTime":1674385498789,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"eQMvTrqy1CQI6AnA"} {"name":"Bottle, Glass","type":"backpack","system":{"description":{"value":"A bottle can hold 1 1/2 pints of liquid.
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\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nDamage Resistance. While the tattoo is on your skin, you have resistance to thunder damage.
\nDamage Absorption. When you take thunder damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks that rely on moving silently.
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\nThe detached shadow is rooted to the spot where it was snipped until you use a bonus action to cause it to behave in one of the following ways, either of which is possible only if you can see the shadow:
\nA creature whose shadow has detached from it is cursed. If a shadowless creature is subjected to any spell that ends a curse, or if its detached shadow is reduced to 0 hit points, the detached shadow disappears, and the creature regains its normal shadow instantly.
This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so.
\nWhile wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks.
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\nThe sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
\nWhile you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
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\nBident of the Deep. Thassa’s signature weapon thrums with the icy currents of the deep ocean. This weapon functions as a trident that grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using the bident, the target takes an extra 2d10 cold damage.
\nBlessing of the Deep. If you are a worshiper of Thassa, you gain all the following benefits for which you have the required piety:
\nPiety 10+. You can breathe underwater, and you gain a swimming speed of 60 feet.
\nPiety 25+. The bident has 1 randomly determined minor beneficial property.
\nPiety 50+. The bident has 1 randomly determined major beneficial property.
\nIf you aren’t a worshiper of Thassa, the bident has 1 minor detrimental property and 1 major detrimental property, both randomly determined.
\nSee “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
\nCommand the Deep. The bident holds the power to command the waves and its creatures. As an action, you can change the condition of the sea within 1 mile of you, creating strong winds and heavy rain that cause violent waves (see “Weather at Sea” in chapter 5 of the Dungeon Master’s Guide) or calming a storm. In either case, the unnatural weather lasts for 1 hour before returning to normal. Once used, this property of the bident can’t be used again until the next dusk.
\nAdditionally, you can cast the dominate monster spell (save DC 18) from the bident, but only on beasts and monstrosities that have an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk.
\nAquatic Metamorphosis. You can cast the true polymorph spell (save DC 18) from the bident, but you must cast it on a creature to turn it into a kind of creature that has an innate swimming speed. Once used, this property of the bident can’t be used again until the next dusk.
\nDestroying the Bident. To destroy the bident, it must be heated by the breath of an ancient red dragon and then, while still hot, immersed in the Tartyx River.
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\nMade from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand’s presence.
\nAny creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
\nIn the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
\nRandom Properties. The Wand of Orcus has the following random properties:
\nThe detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.
\nProtection. You gain a +3 bonus to Armor Class while holding the wand.
\nSpells. The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
\nWhile attuned to the wand, Orcus or a follower blessed by him can cast each of the wand’s spells using 2 fewer charges (minimum of 0).
\nCall Undead. While you are holding the wand, you can use an action to conjure skeletons and zombies, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can’t use it again until the next dawn.
\nWhile attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don’t perish or disappear at dawn the following day, remaining until Orcus dismisses them.
\nSentience. The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
\nPersonality. The wand’s purpose is to help satisfy Orcus’s desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor.
\nIn order to further its master’s goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
\nDestroying the Wand. Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero’s soul and keeps it hidden and well guarded.
\nBathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus’s layer of the Abyss.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nA shield guardian’s amulet is subject to direct attack if it isn’t being worn or carried. It has AC 10, 10 hit points, and immunity to poison and psychic damage. Crafting an amulet requires 1 week and costs 1,000 gp in components.
\nA shield guardian’s solitary focus is to protect the amulet’s wearer. The amulet’s wearer can command the guardian to attack its enemies or to guard the wielder against attack. If an attack threatens to injure the wearer, the construct can magically absorb the blow into its own body, even at a distance.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe amber spell gem is a very rare item and can store up to a 4th level spell. The stored spell's saving throw DC is 15 and has a +9 attack bonus.
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\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe amber spell gem is a very rare item and can store up to a 4th level spell. The stored spell's saving throw DC is 15 and has a +9 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nRandom Properties. The artifact has the follow random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nSpells. The book has 8 charges. It regains 1d8 expended charges daily at dawn. While holding it, you can use an action to cast Tasha’s hideous laughter from it or to expend 1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3 charges; appears in this book).
\nAbyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Survival}) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check.
\nFiendish Scourging. Your magic causes pain to fiends. While carrying the book, when you make a damage roll for a spell you cast against a fiend, you use the maximum possible result instead of rolling.
\nEnsnarement. While carrying the book, whenever you cast the magic circle spell naming only fiends, or the planar binding spell targeting a fiend, the spell is cast at 9th level, regardless of what level spell slot you used, if any. Additionally, the fiend has disadvantage on its saving throw against the spell.
\nContainment. The first 10 pages of the Demonomicon are blank. As an action while holding the book, you can target a fiend that you can see that is trapped within a magic circle. The fiend must succeed on a DC 20 Charisma saving throw with disadvantage or become trapped within one of the Demonomicon’s empty blank pages, which fills with writing detailing the trapped creature’s widely known name and depravities. Once used, this action can’t be used again until the next dawn.
\nWhen you finish a long rest, if you and the Demonomicon are on the same plane of existence, the trapped creature of the highest challenge rating within the book can attempt to possess you. You must make a DC 20 Charisma saving throw. On a failure, you are possessed by the creature, which controls you like a puppet. The possessing creature can release you as an action, appearing in the closest unoccupied space. On a successful save, the fiend can’t try to possess you again for 7 days.
\nWhen the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons.
\nDestroying the Demonomicon. To destroy the book, six different demon lords must each tear out a sixth of the book’s pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book’s remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost artifact, Fraz-Urb’luu’s Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and quite out-of-date copy of the Tome of Zyx, the work that served as the foundation for the Demonomicon. Once the staff emerges, the demon lord Fraz-Urb’luu instantly knows.
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":20,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":14,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"breastplate","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385303970,"modifiedTime":1674385498871,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Musket (Exandria)","type":"weapon","system":{"description":{"value":"Firearms are a new and volatile technology, and as such bring their own unique set of weapon properties. Some properties are followed by a number, and this number signifies an element of that property (outlined below). These properties replace the optional ones presented in the Dungeon Master’s Guide. Firearms are ranged weapons.
\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAmmunition
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
\n\n","chat":"","unidentified":"Musket (Exandria)"},"source":"Critical Role","quantity":1,"weight":10,"price":300,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":120,"long":480,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"musket(exandria)","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":true,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Musket (Exandria)","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":31,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":58,"originalName":"Musket (Exandria)","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/guns/gun-blunderbuss-gold.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770231087,"modifiedTime":1674385498873,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"f9IWjyuAMpBvuBPn"} {"_id":"fC4s3uVEg5xh6cBN","name":"Manual of Golems","type":"equipment","img":"icons/sundries/books/book-face-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/119/636382333420070732.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/19/120/636382333420539466.png","filterType":"Wondrous item","tags":["Creation","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":180,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Manual-of-Golems.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5416,"originalName":"Manual of Golems","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"THIS IS UNOFFICIAL MATERIAL
\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
This tome contains information and incantations necessary to make a particular type of golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
\nd20 | \nGolem | \nTime | \nCost | \n
---|---|---|---|
1-5 | \nManual of Clay Golems | \n30 days | \n65,000 GP | \n
6-17 | \nManual of Flesh Golems | \n60 days | \n50,000 GP | \n
18 | \nManual of Iron Golems | \n120 days | \n100,000 GP | \n
19-20 | \nManual of Stone Golems | \n90 days | \n80,000 GP | \n
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 180","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385303976,"modifiedTime":1674385498876,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"fEv14CCaibDOe9nm","name":"Wreath of the Prism (Awakened)","type":"equipment","img":"icons/commodities/treasure/crown-gold-laurel-wreath.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/9170/134/637199799057797343.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/135/637199799059037434.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":274,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Wreath-of-the-Prism-Awakened-.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434428,"originalName":"Wreath of the Prism (Awakened)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This loop of golden thorns is inset with dozens of gems representing the five colors of Tiamat.
\nWhile wearing the wreath in its dormant state, you have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet. If you already have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision}, wearing the wreath increases the range of your @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} by 60 feet.
\nWhen you hit a beast, dragon, or monstrosity of challenge rating 5 or lower with an attack, or when you grapple it, you can use the wreath to cast dominate monster on the creature (save DC 13). On a successful save, the target is immune to the power of the wreath for 24 hours. On a failure, a shimmering, golden image of the wreath appears as a collar around the target’s neck or as a crown on its head (your choice) until it is no longer @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by the spell. If you use the wreath to charm a second creature, the first spell immediately ends. When the spell ends, the target knows it was @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} by you.
\nOnce the Wreath of the Prism reaches an awakened state, it gains the following benefits:
\nThese symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with Bagpipes and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
","chat":"","unidentified":"Wondrous item"},"source":"Eberron: Rising from the Last War pg 278","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385303981,"modifiedTime":1674385498881,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"fLiluWXcKTJzI09k","name":"Concertina","type":"equipment","img":"icons/magic/air/fog-gas-smoke-blue-gray.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":54,"pageNumber":26,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1064873,"originalName":"Concertina"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"A concertina is a less charming kind of accordion.
\nIn addition to knocking out a killer polka, a creature playing the concertina can use an action to cause an area of mist or water up to 30 feet in diameter and 6 inches deep to freeze solid.
\nOnce used, this feature of the concertina can’t be used again until the next dawn.
\nAny creatures touching the floor must succeed on a DC 20 Dexterity saving throw or be restrained by the ice. As an action, a restrained creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 20 Strength (Athletics) check. A character freed from the ice is no longer restrained by it. The ice melts in an hour.
","chat":"A concertina is a less charming kind of accordion.
\nIn addition to knocking out a killer polka, a creature playing the concertina can use an action to cause an area of mist or water up to 30 feet in diameter and 6 inches deep to freeze solid.
\nOnce used, this feature of the concertina can’t be used again until the next dawn.
\nAny creatures touching the floor must succeed on a DC 20 Dexterity saving throw or be restrained by the ice. As an action, a restrained creature can attempt to free itself or another creature within its reach from the ice, doing so with a successful DC 20 Strength (Athletics) check. A character freed from the ice is no longer restrained by it. The ice melts in an hour.
","unidentified":"Wondrous item"},"source":"Dungeons & Dragons vs. Rick and Morty pg 26","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385303984,"modifiedTime":1674385498883,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"fPOgwLXwc0AaHQFA","name":"Spellwrought Tattoo, Cantrip","type":"equipment","img":"icons/magic/light/explosion-star-orange-small.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408306,"originalName":"Spellwrought Tattoo, Cantrip","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This magic tattoo contains a single Cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n
When you drink this potion, you gain resistance to fire damage for 1 hour.
","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385303989,"modifiedTime":1674385498888,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"fTK6fGQNgWDNIZUd","name":"Mithral Ring Mail","type":"equipment","img":"icons/commodities/leather/ring-leather.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5342,"originalName":"Mithral Ring Mail","pack":"dnd5e.items","originalItemName":"Mithral Ring Mail","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Mithral is a light, flexible metal. If the armor normally imposes disadvantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks or has a Strength requirement, the mithral version of the armor doesn't.
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\nSlumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
\nStirring (Rare). In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).
\nWakened (Very Rare). In addition to the options for a Slumbering or Stirring vessel, you can fill a Wakened vessel with wine, a potion of flying, or a potion of healing (superior).
\nAscendant (Legendary). In addition to the options for other states, you can fill an Ascendant vessel with whiskey, a potion of healing (supreme), or a potion of dragon’s majesty.
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\nWhile you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
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\nSentience. The Lash of Shadows is a sentient chaotic evil weapon with an Intelligence of 18, a Wisdom of 16, and a Charisma of 20. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic.
\nPersonality. A mad marilith named Sizlifeth lives within the Lash of Shadows. The weapon has a short temper and experiences only extreme emotions. It is most happy when dealing harm.
\nThe whip grants the following benefits in its dormant state:
\nDead Eyes. A creature that fails the saving throw against this poison is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 1 hour. While @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} in this way, the creature is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded}.
\nSerpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.
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\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 1 minor beneficial properties
\n- 1 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
\nAnswerer is the Chaotic Good sword and contains an emerald as its gem.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary hit points.
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\nYou’re under the following effects while in this form:
\nLiquid Movement. You have a swimming speed of 30 feet. You can move over or through other liquids. You can enter and occupy the space of another creature. You can rise up to your normal height, and you can pass through even Tiny openings. You extinguish nonmagical flames in any space you enter.
\nWatery Resilience. You have resistance to nonmagical damage. You also have advantage on Strength, Dexterity, and Constitution saving throws.
\nLimitations. You can’t talk, attack, cast spells, or activate magic items. Any objects you were carrying or wearing meld into your new form and are inaccessible, though you continue to be affected by anything you’re wearing, such as armor.
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\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nRegeneration. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
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\nIn addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
This arrow can’t be broken, except when it is within an antimagic field.
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\nWhile wearing the claws, you can’t manipulate objects or cast spells with somatic components.
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\nYou can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).
\nWhile wearing the claws, you can’t manipulate objects or cast spells with somatic components.
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\nSentience. Grovelthrash is a sentient neutral evil weapon with an Intelligence of 18, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Infernal.
\nPersonality. A covetous ultroloth named Ciria lives within Grovelthrash. The weapon values material possessions and doling out pain. It compliments its wielder whenever they claim treasure and takes pleasure in harming others.
\nThe warhammer grants the following benefits in its dormant state:
\nWhen the warhammer reaches an awakened state, it gains the following properties:
\nWhen the warhammer reaches an exalted state, it gains the following properties:
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\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
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\nWhen 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.
\nA 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.
\nHistorical Knowledge. You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
","chat":"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.
\nWhen 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.
\nA 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.
\nHistorical Knowledge. You gain proficiency in the History skill, or a +1 bonus to checks with that skill if already proficient, while this polished, steely sphere orbits your head.
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\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n
An opaque orange to red-brown gemstone worth 50 gold pieces
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\nTo create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies.
\nOnce you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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---|---|
1 | \nWeasel | \n
2 | \nGiant rat | \n
3 | \nBadger | \n
4 | \nBoar | \n
5 | \nPanther | \n
6 | \nGiant badger | \n
7 | \nDire wolf | \n
8 | \nGiant elk | \n
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\nd4 | \nBullet | \n
---|---|
1 | \nBanishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell. | \n
2 | \nFulguration. On a hit, this bullet deals an extra 2d8 lightning damage to its target. All other creatures within 10 feet of the target must each succeed on a DC 15 Constitution saving throw or take 1d8 thunder damage. | \n
3 | \nStunning. On a hit, this bullet deals an extra 1d10 force damage, and the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the end of your next turn. | \n
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\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":45,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":15,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"scalemail","speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304168,"modifiedTime":1674385500754,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Ball Bearings (bag of 1,000)","type":"loot","system":{"description":{"value":"As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}. A creature moving through the area at half speed doesn't need to make the save.
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\nYou can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
\nAn identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.
\nd100 | \nContents | \nd100 | \nContents | \n
---|---|---|---|
1-50 | \nEmpty | \n77-78 | \nElemental (any) | \n
51 | \nArcanaloth | \n79 | \nGithyanki knight | \n
52 | \nCambion | \n80 | \nGithzerai zerth | \n
53-54 | \nDao | \n81-82 | \n@Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{Invisible} Stalker | \n
55-57 | \nDemon (type 1) | \n83-84 | \nMarid | \n
58-60 | \nDemon (type 2) | \n85-86 | \nMezzoloth | \n
61-62 | \nDemon (type 3) | \n87-88 | \nNight hag | \n
63-64 | \nDemon (type 4) | \n89-90 | \nNycaloth | \n
65 | \nDemon (type 5) | \n91 | \nPlanetar | \n
66 | \nDemon (type 6) | \n92-93 | \nSalamander | \n
67 | \nDeva | \n94-95 | \nSlaad (any) | \n
68-69 | \nDevil (greater) | \n96 | \nSolar | \n
70-72 | \nDevil (lesser) | \n97-98 | \nSuccubus/incubus | \n
73-74 | \nDjinni | \n99 | \nUltroloth | \n
75-76 | \nEfreeti | \n00 | \nXorn | \n
While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":6,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":5,"type":"shield","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"shield","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304177,"modifiedTime":1674385500761,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Lock","type":"loot","system":{"description":{"value":"A key is provided with the lock. Without the key, a creature proficient with thieves' tools can pick this lock with a successful DC 15 Dexterity check. Your DM may decide that better locks are available for higher prices.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":10,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":58,"originalName":"Lock","version":"3.2.7"}},"effects":[],"img":"icons/sundries/misc/lock-steel-blue.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224089,"modifiedTime":1674385500764,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"h3oInlp2nUYatnPS"} {"_id":"h6FuAopawX7H9Vn8","name":"Grimoire Infinitus (Awakened)","type":"equipment","img":"icons/sundries/books/book-tooled-eye-gold-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/9170/79/637199798970571413.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9170/80/637199798971921612.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":271,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Grimoire-Infinitus-Awakened-.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434311,"originalName":"Grimoire Infinitus (Awakened)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Several of these spellbooks with gilded pages and silver-plated covers were created during the Age of Arcanum, but only one has been found since the Calamity ended. The book has an infinite number of pages, is three inches thick, eight inches wide, twelve inches long, and weighs three pounds.
\nMost of the book is blank, but the following spells are recorded in the first pages of the tome: alarm, antimagic field, Bigby’s hand, blight, charm person, confusion, control weather, create undead, detect thoughts, enlarge/reduce, fear, foresight, gaseous form, glyph of warding, legend lore, Leomund’s tiny hut, mass suggestion, mislead, misty step, Mordenkainen’s faithful hound, prismatic spray, ray of enfeeblement, silent image, teleport, and thunderwave.
\nYou can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
\nWhen the Grimoire Infinitus reaches an awakened state, it gains the following properties:
\nThis magic ranged weapon resembles a musket, but in lieu of any ammunition, it holds a glowing yellow scale from a topaz dragon in its heart.
\nThe weapon has a normal range of 100 feet and a long range of 300 feet, and it has the two-handed property. It deals 2d6 necrotic damage on a hit. If this damage reduces a creature or object to 0 hit points, the target is reduced to dust. A creature reduced to dust can be restored to life only by a true resurrection or wish spell.
\nWhile the weapon is on your person, you can use an action to cast the disintegrate spell (save DC 18). Once this property is used, it can’t be used again until the next dawn.
","chat":"","unidentified":"Firearm"},"source":"Fizban's Treasury of Dragons pg 24","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":100,"long":300,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[necrotic] + @mod","necrotic"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"firearm","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Firearm","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":81,"pageNumber":24,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5917281,"originalName":"Topaz Annihilator","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/commodities/gems/gem-faceted-round-black.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223718,"modifiedTime":1674385500768,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"h6exWwcku1PFvNn4"} {"_id":"h7AklbuZH5tywYgp","name":"Efreeti Chain","type":"equipment","img":"icons/commodities/metal/mail-chain-steel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/19/224/636382364323795103.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/204/636284730637980614.jpeg","filterType":"Armor","tags":[],"sources":[{"sourceId":3,"pageNumber":167,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Efreeti-Chain.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5350,"originalName":"Efreeti Chain","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
","chat":"","unidentified":null},"source":"Dungeon Master's Guide pg 167","quantity":1,"weight":55,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"chainmail","speed":{"value":null,"conditions":""},"strength":13,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304191,"modifiedTime":1674385500771,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"h80CMwDmH6Pc211Z","name":"Band of Loyalty","type":"equipment","img":"icons/equipment/finger/ring-band-notched-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ring","filterType":"Ring","tags":[],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215546,"originalName":"Band of Loyalty","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a galvanice weird. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
\nYou can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
\nAn enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
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\nAdditionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.
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\nYou gain a +2 bonus to attack and damage rolls made with this magic whip, but attack rolls made against aberrations with this weapon have disadvantage. A creature hit by this weapon takes an extra 1d6 psychic damage. When you roll a 20 on the d20 for an attack roll with this weapon, the target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the end of its next turn.
\nAs a bonus action, you can sheathe the whip by causing it to retract into your arm, or draw the whip out of your arm again.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The whip can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the whip ends, and it detaches from you.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nIf you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
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\nSentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
\nPersonality. A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
\nThe rapier grants the following benefits in its dormant state:
\nThe rapier grants the following benefits in its awakened state:
\n\n","chat":"","unidentified":"Rapier"},"source":"Explorer's Guide to Wildemount pg 277","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod + 2","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"rapier","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304254,"modifiedTime":1674385500816,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"hcFd0OwSNslrYshV","name":"Windvane","type":"weapon","img":"icons/weapons/polearms/spear-ornate-teal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Spear","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/15/370/636372278168391282.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/15/371/636372278168703791.png","filterType":"Weapon","tags":["Damage","Buff","Combat"],"sources":[{"sourceId":10,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Windvane.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5593,"originalName":"Windvane"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"ARTIFACT PROPERTIES
\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
\nYou have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
\nAir Mastery. You gain the following benefits while you hold Windvane:
\nSong of the Four Winds. While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can’t be used to perform the ritual again until the next dawn.
\nFlaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: “I break my vows and plans. Duty and honor mean nothing to me.”
","chat":"A silver spear, Windvane has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of Yan-C-Bin, the Prince of Evil Air.
\nYou have a +2 bonus to attack rolls and damage rolls you make with this magic weapon, which has the finesse weapon property. When you hit with it, the target takes an extra 1d6 lightning damage.
\nAir Mastery. You gain the following benefits while you hold Windvane:
\nSong of the Four Winds. While inside an air node, you can perform a ritual called the Song of the Four Winds, using Windvane to create a devastation orb of air (see the devastation orb description for the time and cost of the ritual). Once you perform the ritual, Windvane can’t be used to perform the ritual again until the next dawn.
\nFlaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: “I break my vows and plans. Duty and honor mean nothing to me.”
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\nCurse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
\nWhenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
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\nWhen you hit a dragon with this weapon, the dragon takes an extra 3d6 points of piercing damage. For the purpose of this weapon, \"dragon\" refers to any creature with the dragon type, including dragon turtles and wyverns.
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\nIf you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). The materials and their associated damage types are listed in the Orb of Shielding table.
\nPlanar Material | \nDamage Type | \n
---|---|
\n Fernian basalt \n | \n\n Fire \n | \n
\n Irian quartz \n | \n\n Radiant \n | \n
\n Kythrian skarn \n | \n\n Acid and poison \n | \n
\n Lamannian flint \n | \n\n Lightning and thunder \n | \n
\n Mabaran obsidian \n | \n\n Necrotic \n | \n
\n Risian shale \n | \n\n Cold \n | \n
\n Shavarran chert \n | \n\n Force \n | \n
\n Xorian marble \n | \n\n Psychic \n | \n
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
\nThe cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
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\nSentience. Will of the Talon is a sentient lawful evil weapon with an Intelligence of 14, a Wisdom of 15, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common, Draconic, and Infernal.
\nPersonality. A short-tempered bone devil named Ashtyrlon lives within Will of the Talon. The weapon is greedy and values strong leadership. It demands that its wielder take decisive action to keep order in high-pressure situations—and to always take a fair share of treasure in return.
\nThe war pick grants the following benefits in its dormant state:
\nWhen you use the war pick to unleash a breath weapon of a specific damage type, you can’t choose that same damage type again until the next dawn.
\nDamage Type | \nArea | \nSaving Throw | \n
---|---|---|
Acid | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Cold | \n15 ft. cone | \nConstitution | \n
Fire | \n15 ft. cone | \nDexterity | \n
Lightning | \n5 ft. wide, 30 ft. long line | \nDexterity | \n
Poison | \n15 ft. cone | \nConstitution | \n
When the war pick reaches an awakened state, it gains the following properties:
\nWhen the war pick reaches an exalted state, it gains the following properties:
\n\n","chat":"","unidentified":"War Pick"},"source":"Explorer's Guide to Wildemount pg 279","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warpick","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304280,"modifiedTime":1674385500843,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"hxCpVZMka5aCX3Aj","name":"Rod of Resurrection","type":"equipment","img":"icons/commodities/tech/pipe-metal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","avatarUrl":"https://www.dndbeyond.com/avatars/18/910/636381757239300663.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/390/636284765812082757.jpeg","filterType":"Rod","tags":["Healing"],"sources":[{"sourceId":3,"pageNumber":197,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Rod-of-Resurrection.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5395,"originalName":"Rod of Resurrection","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"BETRAYER ARTIFACT PROPERTIES
\nRandom Properties. This artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\n- 1 major beneficial property
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
\nThe rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disapears in a burst of radiance.
If you have proficiency with a certain kind of vehicle (land or water), you can add your proficiency bonus to any check you make to control that kind of vehicle in difficult circumstances.
\nRowboat;Rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can’t be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":100,"price":50,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":50,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Vehicle","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Movement","Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":182,"originalName":"Rowboat","version":"3.2.7"}},"effects":[],"img":"icons/environment/settlement/ship.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224863,"modifiedTime":1674385500848,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"hxKK0qpIZaIfh1p9"} {"_id":"i0t6wq3QaUQ5RkYL","name":"Protective Verses","type":"equipment","img":"icons/sundries/books/book-backed-blue-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":134,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2405662,"originalName":"Protective Verses","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This leather-bound spellbook is reinforced with iron and silver fittings and an iron lock (DC 20 to open). As an action, you can touch the book’s cover and cause it to lock as if you cast arcane lock on it. When found, the book contains the following spells: arcane lock, dispel magic, globe of invulnerability, glyph of warding, Mordenkainen’s private sanctum, protection from evil, and symbol. It functions as a spellbook for you.
\nWhile you are holding the book, you can use it as a spellcasting focus for your wizard spells.
\nThe 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:
\nProficiency with a war pick allows you to add your proficiency bonus to the attack roll for any attack you make with it.
","chat":"","unidentified":"War Pick"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warpick","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"War Pick","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":32,"originalName":"War Pick","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/axes/pickaxe-double-brown.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230734,"modifiedTime":1674385500854,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"i1xSwpXJJqSIb19Z"} {"_id":"i3CmAs5KBFa8ly6o","name":"Korolnor Scepter","type":"equipment","img":"icons/commodities/treasure/sceptre-jeweled-gold.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Teleportation","Damage","Control"],"sources":[{"sourceId":12,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5517,"originalName":"Korolnor Scepter"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary.
\nThe Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.
\nYou gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
\nYou can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows:
\n\n","chat":"RULING SCEPTERS OF SHANATAR
\nThe Korolnor Scepter is joined by the nine other Ruling Scepters of Shanatar. They are the Alatorin Scepter (location unknown), the Barakuir Scepter (held by the duergar king Olorn Ridaugaur of Underspires), the Drakkalor Scepter (lying in the hoard of an ancient red dragon, Charvekannathor), the High Shanatar Scepter (last seen in the Nelanther Isles), the Iltkazar Scepter (hidden in the Sea of Fallen Stars), the Sondarr Scepter (location unknown), the Torglor Scepter (held by the Ryscelsar noble family of Halruaa), the Ultoksamrin Scepter (lost in the ruins of Myth Ondath near the Great Glacier), and the Xothaerin Scepter (location unknown).
\n
The Korolnor Scepter is one of ten Ruling Scepters of Shanatar, forged by the dwarven gods and given to the ruling houses of the ancient dwarven empire. The Korolnor Scepter’s location was unknown for the longest time until a storm giant queen, Neri, found it in a barnacle-covered shipwreck at the bottom of the Trackless Sea. The Ruling Scepters are all roughly the same size and shape, but their materials and properties vary.
\nThe Korolnor Scepter is a tapered mithral rod as thick and long as a dwarf’s forearm, with a small platinum knob at the bottom and a rounded disk adorned with a ring of seven tiny blue gems at the top.
\nYou gain a +3 bonus to attack and damage rolls made with this scepter, which can be wielded as a magic club.
\nYou can use the properties of the Wyrmskull Throne, as well as the properties of the scepter itself. The scepter has 10 charges, and it regains 1d6 + 4 expended charges at dawn. Its properties are as follows:
\n\n","unidentified":"Wondrous item"},"source":"Storm King's Thunder","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304294,"modifiedTime":1674385500857,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"i3OUIiDsnFseMpVJ","name":"Weapon of Certain Death, Pistol, Automatic","type":"weapon","img":"icons/weapons/swords/greatsword-guard-gem-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Pistol, Automatic","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":270,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3414139,"originalName":"Weapon of Certain Death, Pistol, Automatic","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"RULING SCEPTERS OF SHANATAR
\nThe Korolnor Scepter is joined by the nine other Ruling Scepters of Shanatar. They are the Alatorin Scepter (location unknown), the Barakuir Scepter (held by the duergar king Olorn Ridaugaur of Underspires), the Drakkalor Scepter (lying in the hoard of an ancient red dragon, Charvekannathor), the High Shanatar Scepter (last seen in the Nelanther Isles), the Iltkazar Scepter (hidden in the Sea of Fallen Stars), the Sondarr Scepter (location unknown), the Torglor Scepter (held by the Ryscelsar noble family of Halruaa), the Ultoksamrin Scepter (lost in the ruins of Myth Ondath near the Great Glacier), and the Xothaerin Scepter (location unknown).
\n
When you damage a creature with an attack using this magic pistol, the target can’t regain hit points until the start of your next turn.
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\nWhen either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
\nAfter the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
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This mace has a haft of black iron and a ruby head with a fiendish countenance. Carrying the boon of Asmodeus, it is fit for the most powerful servants of the Nine Hells.
\nSentience. The Mace of the Black Crown is a sentient lawful evil weapon with an Intelligence of 20, a Wisdom of 12, and a Charisma of 18. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Common and Infernal.
\nPersonality. A greedy erinyes named Xartaza lives within the Mace of the Black Crown. Xartaza wants to recruit more souls for Asmodeus, so the weapon pushes its wielder toward lawful evil actions by manipulating the wielder’s dreams. A former Blood War general, Xartaza hates demons and relishes crafting sound battle plans in any conflict.
\nThe mace grants the following benefits in its dormant state:
\nWhen the mace reaches an awakened state, it gains the following properties:
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\nThe Arms of the Betrayers advance in power in the same manner as the Vestiges of Divergence. In its dormant state, each of these artifacts has one minor beneficial property and one minor detrimental property. When the artifact attains an awakened state, it gains an additional minor beneficial property and an additional minor detrimental property. When the item reaches its exalted state, it gains a major beneficial property. See “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
Proficiency with a morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
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","chat":"This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
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\nThis carpet is 4 feet by 6 feet and has a flying speed of 60 feet. It can carry up to 800 pounds, but its flying speed becomes 30 feet while carrying over 400 pounds.
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\nThe fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
\nEach creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
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\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the start of your next turn.
You have a +1 bonus to AC while wearing this armor.
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\nIf you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.
\nd100 | \nEffect | \n
---|---|
01 | \n5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | \n
02-10 | \nA geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | \n
11-20 | \nA treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | \n
21-30 | \nAn animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. | \n
31-40 | \nA campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). | \n
41-50 | \n1d6 + 6 shriekers sprout | \n
51-60 | \n1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the GM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke. | \n
61-70 | \nA hungry bulette burrows up and attacks. | \n
71-80 | \nA fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the GM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. | \n
81-90 | \nA nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | \n
91-99 | \nA pyramid with a 60-foot‐square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | \n
00 | \nA giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | \n
When you damage a creature with an attack using this magic musket, the target can’t regain hit points until the start of your next turn.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
\nThe cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
","chat":"This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon’s hoard, it absorbs the energy of the dragon’s breath weapon and deals damage of that type with its special properties.
\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
\nThe cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
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\nThis greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword.
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\nThis greatsword is made of an unknown black metal. In most cases, it works as a +1 greatsword. But when used against a thessalhydra, it works as a +3 greatsword. While in the Upside Down, it works as a +4 greatsword.
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","unidentified":"Wondrous item"},"source":"Icewind Dale: Rime of the Frostmaiden pg 314","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304410,"modifiedTime":1674385500979,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"jDgkfC0nvjO8UbLN","name":"Weapon, +1","type":"consumable","img":"icons/weapons/swords/greatsword-crossguard-curved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ammunition","filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":213,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5400,"originalName":"Weapon, +1","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +1 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Ammunition"},"source":"Basic Rules, Player's Handbook pg 213","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{"mgc":true},"baseItem":"ammunition","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304421,"modifiedTime":1674385500982,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"jFzpmLN1buArfhT4","name":"Powered Armor","type":"equipment","img":"icons/equipment/chest/breastplate-cuirass-steel-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":[],"sources":[{"sourceId":40,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":351921,"originalName":"Powered Armor"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings — only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.
\nWhile wearing this armor, you gain the following benefits:
\nThe armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
\nThe armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
\n\n","chat":"POWERED ARMOR OPTIONS
\nDepending on where and how it appears in the adventure, you might wish to modify the features of Kwalish’s legendary powered armor.
\nAutomatic Defenses. Unless Kwalish deactivates the suit’s automatic defenses, no one can approach the armor without setting those defenses off. Treat the armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached.
\nBattle of Wills. When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is incapacitated and loses control of its body but retains its awareness. The armor uses the possessed user’s statistics (as adjusted by the armor), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
\nFreeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses (as above). The trapped creature can also attempt a DC 20 Charisma saving throw each day at dawn. On a successful save, the armor no longer controls the creature and can be safely donned by that creature at any time.
\nStasis. Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature (as above). Additionally, the armor attempts to assume the identity of the user, assuring their allies that nothing is amiss. Freeing the user first requires defeating the armor’s automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor’s control.
\nAlternative Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor’s abilities.
\n
Powered armor resembles a suit of unusual plate armor, with finely articulated joints connected by an oily, black, leather-like material. The armor has been worked to create the appearance of a heavily muscled warrior, and its great helm is unusual in that it has no openings — only a broad glass plate in the front with a second piece of glass above it. Strange plates, tubing, and large metal bosses adorn the armor in seemingly random fashion. On the back of the armor’s left gauntlet is a rectangular metal box, from which projects a short rod tipped with a cone-shaped red crystal.
\nWhile wearing this armor, you gain the following benefits:
\nThe armor has further capabilities that can be powered either by energy cells or by your own life energy. You can use a bonus action to draw power from an energy cell or sacrifice hit points to gain one of the following benefits:
\nThe armor can accept only one energy cell at a time. It is found with one energy cell attached, containing 2d10 charges.
\n\n","unidentified":null},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":65,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":19,"type":"heavy","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304424,"modifiedTime":1674385500985,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Hunting Trap","type":"loot","system":{"description":{"value":"POWERED ARMOR OPTIONS
\nDepending on where and how it appears in the adventure, you might wish to modify the features of Kwalish’s legendary powered armor.
\nAutomatic Defenses. Unless Kwalish deactivates the suit’s automatic defenses, no one can approach the armor without setting those defenses off. Treat the armor as a shield guardian that has stored a magic missile spell cast using a 4th-level spell slot. When the armor is reduced to 0 hit points, its defenses are rendered inert and it can be safely approached.
\nBattle of Wills. When donned by a new user, the armor deems itself superior and attempts to take possession of that user. The user must succeed on a DC 13 Charisma saving throw or be possessed by the armor. While possessed, the user is incapacitated and loses control of its body but retains its awareness. The armor uses the possessed user’s statistics (as adjusted by the armor), but doesn’t gain access to the user’s knowledge, features, or proficiencies.
\nFreeing a creature trapped inside the armor first requires defeating the armor’s automatic defenses (as above). The trapped creature can also attempt a DC 20 Charisma saving throw each day at dawn. On a successful save, the armor no longer controls the creature and can be safely donned by that creature at any time.
\nStasis. Whenever a creature wearing the armor drops to 0 hit points, the armor places that creature into a state of stasis. While in this state, the creature is stable and does not make death saving throws, but the armor takes control of the creature (as above). Additionally, the armor attempts to assume the identity of the user, assuring their allies that nothing is amiss. Freeing the user first requires defeating the armor’s automatic defenses (as above). A creature in stasis does not make Charisma saving throws to break the armor’s control.
\nAlternative Power. Powered armor originally required energy cells to fuel it, but was adapted by Kwalish to be fueled by the life energy of the creature wearing it. You might decide that the armor can also draw power from additional sources, or that energy cells can be recharged with the aid of a tinker, inventor, or artificer. It might also be possible for allies to connect to the armor through the use of magic that generates a conduit something like an astral silver cord. While so connected, a willing ally can give up hit points as a reaction to fuel the armor’s abilities.
\n
When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take 1d4 piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":25,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":5,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":52,"originalName":"Hunting Trap","version":"3.2.7"}},"effects":[],"img":"icons/environment/traps/trap-jaw-green.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224047,"modifiedTime":1674385500987,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"jIjGVD1lxCPFF49D"} {"_id":"jJ7wgSKl3ppU3Trc","name":"Padded, +2","type":"equipment","img":"icons/equipment/chest/breastplate-quilted-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5103,"originalName":"Padded, +2","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +2 bonus to AC while wearing this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":8,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":13,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"padded","speed":{"value":null,"conditions":""},"strength":0,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385304430,"modifiedTime":1674385500990,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Obsidian","type":"loot","system":{"description":{"value":"An opaque black gemstone worth 10 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":10,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":280,"originalName":"Obsidian","version":"3.2.7"}},"effects":[],"img":"icons/commodities/stone/geode-raw-black.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230242,"modifiedTime":1674385500993,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"jKVExmi5YYGVRJat"} {"_id":"jMPVzBs5wxwxGn9b","name":"Hellfire Laser Pistol","type":"weapon","img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Laser Pistol","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":48,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":842427,"originalName":"Hellfire Laser Pistol"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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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.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
This Tiny pot bears relief scenes of heroes on its cast iron sides. You can use the cauldron as a spellcasting focus for your spells, and it functions as a suitable component for the scrying spell. When you finish a long rest, you can use the cauldron to create a potion of greater healing. The potion lasts for 24 hours, then loses its magic if not consumed.
\nAs an action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as an action, harmlessly shunting anything that can’t fit inside to the nearest unoccupied space.
\nIf you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days.
When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used.
\nWhen you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled.
\nIf the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll.
\nWhile you have one or more Fragments of Possibility from this potion, you can’t gain another Fragment of Possibility from any source.
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You have a +3 bonus to attack and damage rolls made with this magic weapon.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
\nWhile holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.
\nIf you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
\nThe spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
","chat":"A restless spirit is trapped inside this lantern. While holding the lantern, you can command the spirit as a bonus action to shed bright light in a 30-foot radius and dim light for an additional 30 feet.
\nWhile holding the lantern, you can use an action to order the spirit to leave the lantern and duplicate the effect of the mage hand spell. The spirit returns to the lantern when the spell ends.
\nIf you fall unconscious within 10 feet of the lantern, the spirit emerges from it, magically stabilizes you with a touch, and then quickly returns to the lantern.
\nThe spirit is bound to the lantern and can’t be harmed, turned, or raised from the dead. Casting a dispel evil and good spell on the lantern releases the spirit to the afterlife and renders the lantern nonmagical.
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\nThis staff has 10 charges. While holding it, you can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: banishment (4 charges), blink (3 charges), misty step (2 charges), passwall (5 charges), or teleport (7 charges).
\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes forever.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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1 | \nAndrophagia. Each creature within 60 feet of the vessel must succeed on a DC 17 Wisdom saving throw or go berserk for 1 minute. The berserk creature must begin its turn using the Attack action to make one melee or ranged attack (its choice) against the creature nearest to it. The berserk creature can repeat the save at the end of its turn, ending the effect on itself on a success. | \n
2 | \nBile Blight. The vessel casts the harm spell on each creature within 30 feet of it. | \n
3 | \nFlood. The vessel casts the tsunami spell at a point of the DM’s choice within 120 feet of it. | \n
4 | \nMedusa’s Gaze. The vessel casts the flesh to stone spell on each creature within 30 feet of it. | \n
5 | \nLabyrinth. The vessel casts the maze spell on each creature within 30 feet of it. | \n
6 | \nNightmare. Tendrils of shadow seep from the vessel and form into 1d4 shadow demons (see the Monster Manual for their stat block), which appear in unoccupied spaces within 30 feet of it and are hostile. | \n
7 | \nSwarming Insects. The vessel casts the insect plague spell, centered on itself and with a radius of 30 feet. | \n
8 | \nUnbridled Revel. The vessel casts the Otto's irresistible dance spell on each creature within 30 feet of it. | \n
You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.
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\nDraconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
\nDragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
\nDragon Sight. You gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a radius of 60 feet, or an additional 60 feet of @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} if you already have that sense. Once per day, you can gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} out to a range of 30 feet for 5 minutes.
\nDragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against white dragons.
\nLegendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
\nWinter’s Fury. While your current hit points are equal to or less than half your hit point maximum, you deal an extra 1d8 cold damage with your melee attacks.
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\nYou 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.
\nDraconic 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.
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\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nWhen the diatryma reverts to feather form, the magic of the feather can’t be used again until 7 days have passed.
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\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
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\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
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\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
\nThe cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the “Artifacts” section of the Dungeon Master’s Guide:
\nProperties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
\nThe pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
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\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}) check, ending the effect of such wounds on it on a success.
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\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAmmunition
\nAll firearms require ammunition to make an attack, and due to their rare @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}, ammunition may be near impossible to find or purchase. However, if materials are gathered, you can craft ammunition yourself using your Tinker’s Tools at half the cost. Each firearm uses its own unique ammunition and is generally sold or crafted in batches listed below next to the price.
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\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
You have resistance to fire damage while you wear this armor.
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\nLuck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
\nWish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
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\nThe suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
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\nThe suit regains all of its expended charges after spending at least 1 hour in an elemental air node.
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\nAdditional Properties. The pocket watch has the following additional properties:
\nWhen you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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\nWhen you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
You have resistance to psychic damage while you wear this armor.
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You have resistance to radiant damage while you wear this armor.
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\nThe staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe lapis lazuli spell gem is a uncommon item and can store up to a 1st level spell. The stored spell's saving throw DC is 13 and has a +5 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
","chat":"A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from the gem.
\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe lapis lazuli spell gem is a uncommon item and can store up to a 1st level spell. The stored spell's saving throw DC is 13 and has a +5 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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","chat":"","unidentified":"Dagger"},"source":"Explorer's Guide to Wildemount pg 266","quantity":1,"weight":1,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"Roll Other damage: [1d8] Against undead targets.","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[piercing] + @mod + 1","piercing"]],"versatile":""},"formula":"1d8[additional]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"dagger","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310402,"modifiedTime":1674385505182,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"n9CJUU3WBP0bZgqC","name":"Scather","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Control","Combat"],"sources":[{"sourceId":3,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5459,"originalName":"Scather","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
\nScather is the Lawful Evil sword and contains a garnet as its gem.
You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.
\nAny creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.
\nIf you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days.
","chat":"You can use this pen to write on any surface. You decide whether the writing is visible or invisible, but the writing is always visible to a person with the Mark of Scribing.
\nAny creature with the Mark of Scribing can use an action to touch the invisible writing, making it visible to all.
\nIf you use the pen to write on a creature that isn’t a construct, the writing fades after 7 days.
","unidentified":"Wondrous item"},"source":"Wayfinder's Guide to Eberron","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310408,"modifiedTime":1674385505187,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Clothes, Fine","type":"loot","system":{"description":{"value":"This set of clothes is designed specifically to be expensive and to show it, including fancy, tailored clothes in whatever fashion happens to be the current style in the courts of the nobles. Precious metals and gems could be worked into the clothing.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":6,"price":15,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":15,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Social","Outerwear"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":40,"originalName":"Clothes, Fine","version":"3.2.7"}},"effects":[],"img":"icons/equipment/hand/glove-frayed-cloth-white.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223964,"modifiedTime":1674385505190,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"nC75BI0Ibr6MMLL5"} {"name":"Belashyrra's Beholder Crown","type":"equipment","system":{"description":{"value":"This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown’s hidden tendrils burrow into your scalp to bond with your skull.
\nWhile wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
\nSpells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges).
\nThe crown regains 1d6 + 3 expended charges daily at dawn.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.
\nThe daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
","chat":"","unidentified":"Wondrous item"},"source":"Eberron: Rising from the Last War pg 276","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Symbiotic"],"sources":[{"sourceId":49,"pageNumber":276,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":984096,"originalName":"Belashyrra’s Beholder Crown","version":"3.2.7"}},"effects":[],"img":"icons/equipment/head/crown-gold-red.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223357,"modifiedTime":1674385505191,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"nD4VNi3IzjOvHivd"} {"_id":"nF09GIVg8ZFDjxLZ","name":"Iggwilv's Cauldron (Gold)","type":"equipment","img":"ddb-images/other/item-Iggwilv-s-Cauldron-Gold-.jpeg","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/20472/178/637677428712179171.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/20472/179/637677428713799162.jpeg","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":79,"pageNumber":209,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Iggwilv-s-Cauldron-Gold-.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3895568,"originalName":"Iggwilv's Cauldron (Gold)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Iggwilv crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.
\nAttunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
\nThree hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
\nRandom Properties. Regardless of the form it takes, the cauldron has the following random properties:
\nGold Cauldron. The gold cauldron has the following properties:
\nDestroying the Cauldron. The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.
\nThe destruction of Iggwilv’s Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the “Hag Covens” sidebar in the Monster Manual).
\nReconstructing the Cauldron. If all eight pieces of the shattered cauldron are within 5 feet of one another, a wish spell can reassemble them, restoring the cauldron and all its properties. The cauldron’s reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse.
\n\nTHE WITCH QUEEN’S CAULDRON
\nAs explained in the description of Iggwilv’s Cauldron, the poem titled “The Witch Queen’s Cauldron” is an incantation that hints at the time-freezing property of the artifact:
\nEight cats perch atop eight dead attending
\n
Eight lizards flee from eight cats scavenging
Eight toads climbing meet eight dead and falling
Eight snakes sneak under eight bats screaming
Eight eyes open, always dreaming
All on the cauldron that is ever seeming
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
","chat":"","unidentified":null},"source":"Dungeon Master's Guide","quantity":1,"weight":13,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"studdedleather","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310423,"modifiedTime":1674385505196,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Ruby","type":"loot","system":{"description":{"value":"A transparent clear red to deep crimson gemstone worth 5,000 gold pieces
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":5000,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":5000,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Gemstone","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":[],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":252,"originalName":"Ruby","version":"3.2.7"}},"effects":[],"img":"icons/commodities/gems/gem-cluster-red.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230084,"modifiedTime":1674385505198,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"nIBmoluSc9gXXynj"} {"_id":"nIaHAajdcJ3ILmbl","name":"Shadowfell Shard","type":"equipment","img":"icons/creatures/mammals/bats-movement-flying-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/13904/506/637411381983839073.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13904/507/637411381985225768.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":135,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Shadowfell-Shard.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408242,"originalName":"Shadowfell Shard","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This dull, cold crystal sits heavy and leaden, saturated by the Shadowfell’s despair. 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.
\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can momentarily curse one creature targeted by the spell; choose one ability score, and until the end of your next turn, the creature has disadvantage on ability checks and saving throws that use that ability.
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
\nWhen you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
\nIf you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
\nA newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
","chat":"","unidentified":"Rod"},"source":"Basic Rules, Player's Handbook pg 195","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310431,"modifiedTime":1674385505203,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"nJhmM0KgdUW85eNo","name":"Greatsword, +3","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-flanged-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Greatsword","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5312,"originalName":"Greatsword, +3","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have a +3 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Greatsword"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":6,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[slashing] + @mod + 3","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310435,"modifiedTime":1674385505205,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"nKKegoZ6HVuRSUjL","name":"Blue Dragon Mask","type":"equipment","img":"icons/equipment/head/mask-carved-bird-grey-pink.webp","effects":[{"label":"AC: Blue Dragon Mask","icon":"icons/equipment/head/mask-carved-bird-grey-pink.webp","changes":[{"key":"system.attributes.ac.value","value":"+ @abilities.cha.mod","mode":2,"priority":18}],"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"disabled":false,"flags":{"dae":{"transfer":true,"stackable":"none"},"ddbimporter":{"disabled":false,"itemId":0,"itemEntityTypeId":0},"midi-qol":{"forceCEOff":true}},"_id":"NKYJxFOxQCnpcKhm","origin":null}],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":11,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":13575,"originalName":"Blue Dragon Mask","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"dae":{"alwaysActive":false,"activeEquipped":true},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This mask of glossy azure has spikes around its edges and a ridged horn in its center. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
\nDamage Absorption. You have damage resistance to lightning. If you already have damage resistance to lightning from another source, you gain immunity to lightning damage. If you already have immunity to lightning damage from another source, you regain hit points equal to half of any lightning damage you are dealt.
\nDraconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
\nDragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
\nDragon Sight. You gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a radius of 60 feet, or an additional 60 feet of @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} if you already have that sense. Once per day, you can gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} out to a range of 30 feet for 5 minutes.
\nDragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against blue dragons.
\nLegendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
\nLingering Shock. If you deal lightning damage to a creature, it can’t take reactions until its next turn.
","chat":"","unidentified":"Wondrous item"},"source":"Rise of Tiamat","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310438,"modifiedTime":1674385505208,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"nL4J4IAbr3IN3sVh","name":"Laser Rifle of Warning","type":"weapon","img":"icons/weapons/guns/gun-topbarrel.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Laser Rifle","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Damage","Detection","Combat"],"sources":[{"sourceId":3,"pageNumber":213,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3414023,"originalName":"Laser Rifle of Warning","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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.
","chat":"","unidentified":"Laser Rifle"},"source":"Dungeon Master's Guide pg 213","quantity":1,"weight":7,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":100,"long":300,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["3d8[radiant] + @mod","radiant"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"laserrifle","properties":{"amm":false,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":true,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310441,"modifiedTime":1674385505210,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"nLKX87ifjCAU6PqJ","name":"Moon Sickle, +1","type":"weapon","img":"icons/weapons/sickles/sickle-curved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Sickle","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":["Buff","Focus"],"sources":[{"sourceId":67,"pageNumber":133,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2405408,"originalName":"Moon Sickle, +1","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
\nWhen you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
","chat":"","unidentified":"Glaive"},"source":"Explorer's Guide to Wildemount pg 266","quantity":1,"weight":6,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":1,"chatFlavor":"Roll Other damage: [1d8] Against undead targets.","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[slashing] + @mod + 1","slashing"]],"versatile":""},"formula":"1d8[additional]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"glaive","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":true,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310447,"modifiedTime":1674385505215,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"nQGLcqXzFfBPCWi9","name":"Ring of Winter","type":"equipment","img":"icons/equipment/finger/ring-crown-crystal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ring","avatarUrl":"https://www.dndbeyond.com/avatars/30/732/636395096504251848.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/30/733/636395096504720772.png","filterType":"Ring","tags":["Control","Buff","Utility","Deception","Warding","Sentient"],"sources":[{"sourceId":25,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Ring-of-Winter.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":21727,"originalName":"Ring of Winter"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring.
\nThe Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom.
\nSentience. The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others.
\nNondetection. The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.
\nFrozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
\nCold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
\nMagic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
\nOther Properties. The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost Giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax.
\nDestroying the Ring. The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.
","chat":"Artus Cimber has kept this item in his possession for over a century. The Ring of Winter is a golden band that resizes to fit snugly on the finger of its wearer. A thin layer of frost coats the outside of the ring, which normal heat can’t melt. The ring feels ice cold to the touch and initially numbs the hand that wears it, but this cold ceases to be felt by one who is attuned to the ring.
\nThe Ring of Winter is sentient and tries to take control of any creature that wears it (see “Sentient Magic Items” in chapter 7 of the Dungeon Master’s Guide). If it succeeds, the ring compels its wearer to cause undue harm to everyone and everything around it, in a cold-hearted attempt to incur the wrath of enemies and bring about the wearer’s doom.
\nSentience. The Ring of Winter is a sentient chaotic evil item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet. The ring craves destruction, and it likes inflicting indiscriminate harm on others.
\nNondetection. The Ring of Winter defies attempts to magically locate it. Neither the ring nor its wearer can be targeted by any divination magic or perceived through magical scrying sensors.
\nFrozen Time. As long as you wear the ring, you don’t age naturally. This effect is similar to suspended animation, in that your age doesn’t catch up to you once the ring is removed. The ring doesn’t protect its wearer from magical or supernatural aging effects, such as the Horrifying Visage of a ghost.
\nCold Immunity. While attuned to and wearing the ring, you have immunity to cold damage and don’t suffer any ill effects from extreme cold (see chapter 5 of the Dungeon Master’s Guide).
\nMagic. The Ring of Winter has 12 charges and regains all its expended charges daily at dawn. While wearing the ring, you can expend the necessary number of charges to activate one of the following properties:
\nOther Properties. The Ring of Winter is rumored to possess other properties that can be activated only by an evil being whose will the ring can’t break. Frost Giants have long believed that the ring can be used to freeze entire worlds, while a djinni in the service of a Calishite pasha once claimed that the ring could be used to summon and control white dragons, as well as a mighty ice primordial named Cryonax.
\nDestroying the Ring. The ring is nigh indestructible, resisting even the most intense magical heat. If it is placed on the finger of the powerful archfey known as the Summer Queen, the ring melts away and is destroyed forever.
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---|---|---|
1 | \n1 | \nGases, wind, and fog can't pass through the barrier. | \n
2 | \n2 | \nNonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | \n
3 | \n3 | \nLiving matter can't pass through the barrier. | \n
4 | \n4 | \nSpell effects can't pass through the barrier. | \n
5 | \n5 | \nNothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | \n
6 | \n0 | \nThe barrier deactivates. | \n
\n
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---|---|
Disintegrate | \n1d12 | \n
Horn of blasting | \n1d10 | \n
Passwall | \n1d6 | \n
Prismatic spray | \n1d20 | \n
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","chat":"","unidentified":"Shortsword"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310487,"modifiedTime":1674385505286,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"npdWZ2k5uRwzgVZI","name":"Dragon Vessel (Wakened)","type":"equipment","img":"icons/containers/kitchenware/goblet-jeweled-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":81,"pageNumber":27,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4047198,"originalName":"Dragon Vessel (Wakened)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This vessel can be a potion bottle, drinking horn, or other container meant to hold a liquid.
\nSlumbering (Uncommon). As a bonus action, if the vessel is empty, you can speak the command word to fill the vessel with one of the following (your choice): ale, olive oil, a potion of healing, or a potion of climbing. Once this property is used, it can’t be used until the next dawn. A potion you create in this way loses its magical properties if it isn’t imbibed within 24 hours.
\nStirring (Rare). In addition to the options for a Slumbering vessel, you can fill a Stirring vessel with mead, a potion of fire breath, or a potion of healing (greater).
\nWakened (Very Rare). In addition to the options for a Slumbering or Stirring vessel, you can fill a Wakened vessel with wine, a potion of flying, or a potion of healing (superior).
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","chat":"","unidentified":"Gear"},"source":"Sword Coast Adventurer's Guide","quantity":1,"weight":1,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":true,"toolType":"","baseItem":"","ability":["dex"],"chatFlavor":"","proficient":0,"bonus":"","uses":{"value":0,"max":0,"per":null}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Instrument"],"sources":[{"sourceId":13,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":236,"originalName":"Songhorn","version":"3.2.7"}},"effects":[],"img":"icons/tools/instruments/flute-simple-wood.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229981,"modifiedTime":1674385505338,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"nqx1va4B4120l1FS"} {"_id":"nr65kwBEunXSkSp2","name":"Ioun Stone of Reserve","type":"equipment","img":"icons/commodities/gems/gem-rough-cushion-purple-pink.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4941,"originalName":"Ioun Stone of Reserve","pack":"dnd5e.items","originalItemName":"Ioun Stone of Reserve","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nReserve. This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4−1 levels of stored spells chosen by the GM.
\nAny creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
\nWhile this stone orbits your head, you can cast any 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 spell cast from the stone is no longer stored in it, freeing up space.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310495,"modifiedTime":1674385505350,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"nrEZ3XJRYU01bnqF","name":"Instrument of the Bards","type":"equipment","img":"icons/skills/targeting/target-glowing-yellow.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/275/636382380017479256.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9/207/636325385600914030.jpeg","filterType":"Wondrous item","tags":["Damage","Control","Buff","Utility","Exploration","Combat","Instrument"],"sources":[{"sourceId":3,"pageNumber":176,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Instrument-of-the-Bards.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5508,"originalName":"Instrument of the Bards","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
\nYou can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
\nYou can play the instrument while casting a spell that causes any of its targets to be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
\n\n Instrument \n | \n\n Rarity \n | \n\n Spells \n | \n
---|---|---|
\n All \n | \n\n — \n | \n\n Fly, invisibility, levitate, protection from evil and good, plus the spells listed for the particular instrument \n | \n
\n Anstruth harp \n | \n\n Very rare \n | \n\n Control weather, cure wounds (5th level), wall of thorns \n | \n
\n Canaith mandolin \n | \n\n Rare \n | \n\n Cure wounds (3rd level), dispel magic, protection from energy (lightning only) \n | \n
\n Cli lyre \n | \n\n Rare \n | \n\n Stone shape, wall of fire, wind wall \n | \n
\n Doss lute \n | \n\n Uncommon \n | \n\n Animal friendship, protection from energy (fire only), protection from poison \n | \n
\n Fochlucan bandore \n | \n\n Uncommon \n | \n\n Entangle, faerie fire, shillelagh, speak with animals \n | \n
\n Mac-Fuirmidh cittern \n | \n\n Uncommon \n | \n\n Barkskin, cure wounds, fog cloud \n | \n
\n Ollamh harp \n | \n\n Legendary \n | \n\n Confusion, control weather, fire storm \n | \n
This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 bonus to the saving throw DCs of your ki features.
\nIn addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
","chat":"This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius.
\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nIf you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned}. At the start of each of your turns while you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
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\nYou gain the following benefits while holding this magic weapon:
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\nSentience. Orcsplitter is a sentient, lawful good weapon with an Intelligence of 6, a Wisdom of 15, and a Charisma of 10. It can see and hear out to 120 feet and has darkvision. It communicates by transmitting emotions to its wielder, although on rare occasions it uses a limited form of telepathy to bring to the wielder’s mind a couplet or stanza of ancient Dwarvish verse.
\nPersonality. Orcsplitter is grim, taciturn, and inflexible. It knows little more than the desire to face orcs in battle and serve a courageous, just wielder. It disdains cowards and any form of duplicity, deception, or disloyalty. The weapon’s purpose is to defend dwarves and to serve as a symbol of dwarven resolve. It hates the traditional foes of dwarves — giants, goblins, and, most of all, orcs — and silently urges its possessor to meet such creatures in battle.
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\nThe gem has 3 charges and regains all expended charges daily at dawn. When you cast a spell while holding this gem, you can expend up to 3 charges to ignore the spell’s material components with a gold piece cost, up to 500 gp per charge expended.
\nWhen you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with the Horn and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nAny creature that takes psychic damage from the mind lash must also succeed on a DC 15 Wisdom saving throw or have disadvantage on Intelligence, Wisdom, and Charisma saving throws for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{nature}. It provides two benefits while it is on your person:
\nYou gain a +1 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
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\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nGreater Absorption. While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.
\nOnce the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310567,"modifiedTime":1674385505676,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oDVUdkhUq2uFfmww","name":"Iggwilv's Cauldron","type":"equipment","img":"ddb-images/other/item-Iggwilv-s-Cauldron.jpeg","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/20472/170/637677428451569332.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/20472/171/637677428453069357.jpeg","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":79,"pageNumber":209,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Iggwilv-s-Cauldron.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":3895570,"originalName":"Iggwilv's Cauldron","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Iggwilv crafted this wondrous cauldron with the help of her adoptive mother, the archfey Baba Yaga. The cauldron has two forms. Only Iggwilv or Baba Yaga can change the cauldron from one form to another (by using an action to touch it), which either can do without being attuned to the item. In its first form, the cauldron is made of solid gold and embossed on the outside with images of bare-branched trees, falling leaves, and broomsticks. In its second form, the cauldron is made of iron and embossed on the outside with images of bats, toads, cats, lizards, and snakes—eight of each animal. In either form, the cauldron is roughly 3 feet in diameter and has a 2-foot-wide mouth, a round lid with a molded handle at the top, and eight clawed feet for stability. The cauldron weighs 80 pounds when empty, and it can hold up to 100 gallons of liquid.
\nAttunement. Any Humanoid creature that attunes to the cauldron must succeed on a DC 15 Constitution saving throw or be aged to the point of decrepitude. In this state, the creature’s speed is halved, the range of its vision and hearing is reduced to 30 feet, and it has disadvantage on all ability checks, attack rolls, and saving throws. The creature will reach the end of its natural life span in 3d8 days. Only a wish spell or divine intervention can reverse this aging effect on the creature.
\nThree hags can attune to the cauldron simultaneously, provided they have formed a coven. If the coven disbands, the attunement ends for all three hags.
\nRandom Properties. Regardless of the form it takes, the cauldron has the following random properties:
\nGold Cauldron. The gold cauldron has the following properties:
\nIron Cauldron. The iron cauldron has the following properties:
\nDestroying the Cauldron. The cauldron is a Medium object with AC 19, 80 hit points, and immunity to damage from any source other than a flame tongue or frost brand weapon. Reducing the cauldron to 0 hit points with such a weapon shatters the cauldron into eight pieces of roughly equal size, whereupon all ongoing effects created by the cauldron end as it loses its magic.
\nThe destruction of Iggwilv’s Cauldron causes all hags in the multiverse to lose the Shared Spellcasting trait gained by being in a coven (see the “Hag Covens” sidebar in the Monster Manual).
\nReconstructing the Cauldron. If all eight pieces of the shattered cauldron are within 5 feet of one another, a wish spell can reassemble them, restoring the cauldron and all its properties. The cauldron’s reconstruction also restores the Shared Spellcasting trait of hag covens throughout the multiverse.
\n\nTHE WITCH QUEEN’S CAULDRON
\nAs explained in the description of Iggwilv’s Cauldron, the poem titled “The Witch Queen’s Cauldron” is an incantation that hints at the time-freezing property of the artifact:
\nEight cats perch atop eight dead attending
\n
Eight lizards flee from eight cats scavenging
Eight toads climbing meet eight dead and falling
Eight snakes sneak under eight bats screaming
Eight eyes open, always dreaming
All on the cauldron that is ever seeming
Each signet ring has a distinctive design carved into it. When you press this ring into warm sealing wax, you leave an identifying mark.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":5,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Communication","Social","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":84,"originalName":"Signet Ring","version":"3.2.7"}},"effects":[],"img":"icons/equipment/finger/ring-crown-crystal.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224243,"modifiedTime":1674385505681,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"oENU8oTiQWxJPb0H"} {"_id":"oH9643UgQ9Zq20iD","name":"Blackstaff","type":"weapon","img":"icons/weapons/staves/staff-ornate-hook.webp","effects":[{"label":"AC: Blackstaff","changes":[{"key":"system.attributes.ac.bonus","value":"2","mode":2,"priority":18}],"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"disabled":false,"flags":{"dae":{"transfer":true,"stackable":false},"ddbimporter":{"disabled":false,"itemId":0,"itemEntityTypeId":0}},"_id":"i9kans6uutd8l32d","icon":null,"origin":null}],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Staff","filterType":"Staff","tags":[],"sources":[{"sourceId":35,"pageNumber":190,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":253576,"originalName":"Blackstaff"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"dae":{"alwaysActive":false,"activeEquipped":true},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true,true],"altValue":[true,true],"context":[]},"quickVersatile":{"type":"Boolean","value":false,"altValue":false},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see “Personality” below).
\nThe Blackstaff has the magical properties of a staff of power (see the Dungeon Master’s Guide) in addition to the following properties.
\nAnimate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if deactivated or if the staff is broken.
\nDispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.
\nDrain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
\nMaster of Enchantment. When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.
\nSentience. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.
\nPersonality. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff’s primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.
\nIn the event that the holder of the office of the Blackstaff no longer serves the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach.
\nSpirit Trap. When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can’t be raised from the dead.)
\nDestroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben’s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
","chat":"The Blackstaff is a sentient, rune-carved staff set with thin silver veins. It is the symbol of office for the Blackstaff, the highest-ranking wizard in Waterdeep. As the rightful owner of the Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see “Personality” below).
\nThe Blackstaff has the magical properties of a staff of power (see the Dungeon Master’s Guide) in addition to the following properties.
\nAnimate Walking Statues. You can expend 1 or more of the staff’s charges as an action to animate or deactivate one or more of the walking statues of Waterdeep (see appendix B). You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended. An animated statue obeys the telepathic commands of Khelben Arunsun’s spirit, which is trapped inside the staff (see “Personality” below). A walking statue becomes inanimate if deactivated or if the staff is broken.
\nDispel Magic. You can expend 1 of the staff’s charges as a bonus action to cast dispel magic on a creature, an object, or a magical effect that you touch with the tip of the staff. If the target is an unwilling creature or an object in the possession of such a creature, you must hit the creature with a melee attack using the Blackstaff before you can expend the charge to cast the spell.
\nDrain Magic. This property affects only creatures that use spell slots. When you hit such a creature with a melee attack using the Blackstaff, you can expend 1 of the staff’s charges as a bonus action, causing the target to expend one spell slot of the highest spell level it can cast without casting a spell. If the target has already expended all its spell slots, nothing happens. Spell slots that are expended in this fashion are regained when the target finishes a long rest, as normal.
\nMaster of Enchantment. When you cast an enchantment spell of 1st level or higher while holding the staff, you can make an Intelligence (Arcana) check with a DC of 10 + the level of the spell. If the check succeeds, you cast the spell without expending a spell slot.
\nSentience. The Blackstaff is a sentient staff of neutral alignment, with an Intelligence of 22, a Wisdom of 15, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet, and it can communicate telepathically with any creature that is holding it.
\nPersonality. The staff has the spirits of all previous Blackstaffs trapped within it. Its creator, Khelben Arunsun, is the dominant personality among them. Like Khelben, the staff is extremely devious and manipulative. It prefers to counsel its owner without exerting outright control. The staff’s primary goal is to protect Waterdeep and its Open Lord, currently Laeral Silverhand. Its secondary goal is to help its wielder become more powerful.
\nIn the event that the holder of the office of the Blackstaff no longer serves the staff’s wishes, the staff ceases to function until it finds a worthy inheritor — someone whose loyalty to Waterdeep is beyond reproach.
\nSpirit Trap. When the Blackstaff dies, the spirit of that individual becomes trapped in the staff along with the spirits of the previous Blackstaffs. (A Blackstaff whose spirit is trapped in the staff can’t be raised from the dead.)
\nDestroying the staff would release the spirits trapped inside it, but in that event, Khelben’s spirit can lodge itself inside any one piece of the staff that remains. The piece containing Khelben’s spirit has the staff’s Sentience property but none of its other properties. As long as this piece of the staff exists, Khelben’s spirit can make the staff whole again whenever he wishes. When the staff is remade, the spirits of the previous Blackstaffs become trapped inside it again.
","unidentified":"Staff"},"source":"Waterdeep: Dragon Heist pg 190","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":5,"units":"ft."},"uses":{"value":null,"max":"","per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + 2","bludgeoning"],["1d6","force"]],"versatile":"1d8 + 2"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310576,"modifiedTime":1674385505684,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oHIA2ujgs47OdN1T","name":"Potion of Comprehension","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-glowing-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Consumable"],"sources":[{"sourceId":36,"pageNumber":62,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":954138,"originalName":"Potion of Comprehension"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"}},"system":{"description":{"value":"When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.
","chat":"When you drink this potion, you gain the effect of a comprehend languages spell for 1 hour. This liquid is a clear concoction with bits of salt and soot swirling in it.
","unidentified":"Potion"},"source":"Waterdeep: Dungeon of the Mad Mage pg 62","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310579,"modifiedTime":1674385505688,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oHe1QEChkR24hTAl","name":"Dimensional Loop","type":"equipment","img":"icons/commodities/treasure/broach-jewel-gold-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":44,"pageNumber":220,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":705903,"originalName":"Dimensional Loop","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While attuned to this device, you have a +1 bonus to Strength saving throws, and you have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 60 feet. If you already have @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision}, its range increases by 30 feet.
\nDimensional Cloak. As a bonus action, you send your body out of phase with the material world for 1 minute, granting you advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks made to hide, and imposing disadvantage on attack rolls against you. Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
\nFold Space. Choose a space you can see within 60 feet of you (no action required). You treat that space as if it were within 5 feet of you until the end of your turn. This allows you to move immediately to that space without provoking opportunity attacks, or to interact with objects or creatures in that space as though they were next to you (including allowing you to make melee attacks into that space). Once you use this feature of the dimensional loop, it cannot be used again until the next dawn.
\nPart of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM.
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\nMagic Weapon. In the hands of one who is attuned to it, the vane can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. In addition, the vane deals an extra 1d8 radiant damage on a hit.
\nSense Mood. While the vane is inside the perimeter of the Witchlight Carnival, it can sense the mood of every creature in the carnival that has an Intelligence of 4 or higher. As an action, a creature attuned to the vane can use it to pinpoint the location of the happiest creature in the carnival.
\nThe butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high; if the general mood in the carnival is dour, the top of the vane spins slowly counterclockwise.
\nSentience. The vane is a sentient, chaotic good wondrous item with an Intelligence of 11, a Wisdom of 14, and a Charisma of 14. It has hearing and normal vision out to a range of 30 feet, and it communicates by transmitting emotion to the creature attuned to it. Its purpose is to make sure everyone in the Witchlight Carnival is having a good time.
\nAdditional Properties. The vane has the following additional properties:
\nThis appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it’s on your person.
\nRunic Shield. You have a +1 bonus to AC.
\nShield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
\nShield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
\n\n","chat":"Shield. The shield is now a rare magic item that requires attunement. Its magic gives you a +1 bonus to AC, and the first time after each of your long rests that damage reduces you to 0 hit points, you are instead reduced to 1 hit point. You must be wielding the shield to gain these benefits.
\nWeapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.
\n
This appears to be a simple ingot of iron ore, about a foot long and a few inches across. Inspection of its surface reveals the faint, silvery outline of the skold (shield) rune. The ingot has the following properties, which work only while it’s on your person.
\nRunic Shield. You have a +1 bonus to AC.
\nShield Bond. As a bonus action, choose a creature that you can see within 30 feet of you, other than yourself. Until the end of your next turn, any damage the target takes is reduced to 1, but you take half the damage prevented in this way. The damage you take can’t be reduced in any way. Once you use this property, you can’t use it again until you finish a short or long rest.
\nShield Ward. You can transfer the ingot’s magic to a nonmagical item — a shield or a two-handed melee weapon — by tracing the skold rune there with your finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the ingot is destroyed, and the rune appears in silver on the chosen item, which gains a benefit based on its form:
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\nWeapon. The weapon is now an uncommon magic weapon. It grants you a +1 bonus to AC while you’re holding it.
\n
An orb of shielding is a polished, spherical chunk of crystal or stone aligned to one of the planes of existence. If you're a spellcaster, you can use this orb as a spellcasting focus.
\nIf you're holding the orb when you take damage of the type associated with the orb's material, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0). An orb of cold shielding - also called a Risian shale orb - reduces any cold damage you take by 1d4.
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\nYou can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":12,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"hide","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310612,"modifiedTime":1674385505710,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oW2vZjwu1NMrrtxJ","name":"Potion of Giant Strength","type":"consumable","img":"icons/consumables/potions/bottle-circular-corked-labeled-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Buff","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":187,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5417,"originalName":"Potion of Giant Strength","version":"3.2.7"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
\nThis potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.
\nType of Giant | \nStrength | \nRarity | \n
---|---|---|
Potion of Hill Giant Strength | \n21 | \nUncommon | \n
Potion of Frost Giant Strength | \n23 | \nRare | \n
Potion of Stone Giant Strength | \n23 | \nRare | \n
Potion of Fire Giant Strength | \n25 | \nRare | \n
Potion of Cloud Giant Strength | \n27 | \nVery Rare | \n
Potion of Storm Giant Strength | \n29 | \nLegendary | \n
","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 187","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true},"baseItem":"","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310616,"modifiedTime":1674385505713,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oW4qFAbj4zXEBLGq","name":"Whisper Jar","type":"equipment","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/6198/622/636950939866828348.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/6198/623/636950939868402661.jpeg","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":44,"pageNumber":27,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Whisper-Jar.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":703947,"originalName":"Whisper Jar","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"
Also at rank 1, you are the beneficiary of a whisper jar — a common magic item resembling an ether-filled jar with a long tap hose. The jar is used to record others’ stories and your own observations, like a verbal notebook with unlimited space. The whisper jar records as fast as a creature can speak into it, and whispers back words at the same pace they were recorded. Activating the playback of a particular recording is an action.
\nD8 | \nRECORDING | \n
---|---|
1 | \nA live recording of the only @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} of the mostly forgotten stage play Tabaxi on a Hot Tin Roof | \n
2 | \nThe life’s work of the loremonger who owned the jar before you | \n
3 | \nEvery courageous thought you’ve ever had, to cover for how scared you are most of the time | \n
4 | \nEverything, because everyone else around you will eat their words one day! | \n
5 | \nThe top seven places to eat fried rat skewers in every settlement you’ve ever visited | \n
6 | \nThe entire family tree of every royal line, extant or lost, in Faerûn | \n
7 | \nA moment-by-moment review of your favorite Jim Darkmagic stage @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{performance} | \n
8 | \nThe sound of raucous applause, which you play back liberally | \n
At rank 2, your whisper jar becomes an uncommon magic item that can tap into the broader lore of Acquisitions Incorporated. As a bonus action, you ask the jar for information on a specific subject and make a DC 15 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}) check. On a success, the jar plays back a recording on that subject, made somewhere, sometime by another Acq Inc loremonger. This property of the whisper jar can’t be used again until the next dawn.
\nAlso at rank 3, your whisper jar gains additional power and becomes a rare magic item. As an action, you can cause the jar to function as a wand of enemy detection, whereupon it whispers the direction to foes within range. This property of the whisper jar can’t be used again until the next dawn.
\nAlso at rank 4, your whisper jar gains access to even more magic. By whispering the name of one of the following spells into the jar as an action, you can cast that spell from the jar: detect evil and good, detect magic, detect poison and disease, find traps, identify, or locate animals or plants. This property of the whisper jar can’t be used again until the next dawn.
","chat":"","unidentified":"Wondrous item"},"source":"Acquisitions Incorporated pg 27","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"varies","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310619,"modifiedTime":1674385505716,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oY8X27I2uQnTiAKG","name":"Rod of the Pact Keeper, +3","type":"equipment","img":"icons/commodities/tech/pipe-metal.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rod","filterType":"Rod","tags":["Buff"],"sources":[{"sourceId":3,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":11219,"originalName":"Rod of the Pact Keeper, +3","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
\nIn addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","unidentified":"Longsword"},"source":"Lost Laboratory of Kwalish","quantity":1,"weight":3,"price":0,"attunement":1,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[slashing] + @mod","slashing"]],"versatile":"1d10[slashing] + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"longsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310626,"modifiedTime":1674385505721,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"oaUiyiKWQxwG6qiK","name":"Acheron Blade","type":"consumable","img":"icons/weapons/swords/sword-guard-worn.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ammunition","filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":265,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434250,"originalName":"Acheron Blade","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} condition. Once you use this property, you can’t do so again until the next dusk.
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\nWhile wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
\nThe armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}.
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\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
\nWhenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
\nWhen it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature’s hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
\nIf you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
\nWhile you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren’t constructs or undead. You also can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or frightened.
\nBlackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don’t have to.
\nBlackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
\nBlackrazor speaks with an imperious tone, as though accustomed to being obeyed.
\nThe sword’s purpose is to consume souls. It doesn’t care whose souls it eats, including the wielder’s. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
\nDespite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
\nBlackrazor’s hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
You can use an action to blow this horn. In response, 3d4+3 warrior spirits from the Abyss appear within 60 feet of you. They look like Minotaurs and use the statistics of a berserker. They return to the Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
\nIf you blow the horn without having proficiency with all simple weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
","chat":"You can use an action to blow this horn. In response, 3d4+3 warrior spirits from the Abyss appear within 60 feet of you. They look like Minotaurs and use the statistics of a berserker. They return to the Abyss after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
\nIf you blow the horn without having proficiency with all simple weapons, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
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\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
\nWhenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
","chat":"You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
\nWhenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
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\nThe Infiltrator’s Key grants the following benefits in its dormant state:
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\nCurse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nAny humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it’s reborn instantly as a lemure devil (described in the Monster Manual).
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\nGiant Canary Form. The figurine becomes a giant canary for up to 8 hours and can be ridden as a mount. Once the figurine has become a giant canary, it can’t be used this way again until the next dawn.
\nGold Dragon Form. While you are missing half or more of your hit points, you can speak a different command word and the figurine becomes an adult gold dragon (see its stat block in the Monster Manual) for up to 1 hour. The dragon can’t use any legendary actions or lair actions. Once the figurine has become an adult gold dragon, it can’t be used this way again until 1 year has passed.
\nIn either form, the creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each form. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the description.
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\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Constitution saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature is restrained and must make another Constitution saving throw at the end of each of its turns. If it successfully saves against this effect three times, the effect ends. If it fails its saves three times, it is turned to stone and subjected to the petrified condition for 1 hour.
\nA creature is immune to this effect if it is immune to damage of the weapon’s type, does not have a body made of flesh, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you must succeed on a DC 15 Constitution saving throw or be restrained and forced to make additional saves against being petrified, as above.
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\nThis armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
\nPlacing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a 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.
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\nThis armor also has six pockets, each of which is an extradimensional space. Each pocket can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The armor always weighs 10 pounds, regardless of its pockets’ contents. Placing an object into one of the armor’s pockets follows the normal rules for interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
\nPlacing the armor inside an extradimensional space created by a bag of holding, a Heward’s handy haversack, or a 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.
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\nThe staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed in an otherwise harmless burst of eldritch energy.
\nEldritch Attack. When you hit with a melee attack using the staff, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d8 lightning damage.
\nEldritch Escape. If you take damage while holding the staff, you can use your reaction to expend 3 of the staff’s charges, whereupon you turn @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} and teleport yourself, along with any equipment you are wearing or carrying, up to 60 feet to an unoccupied space that you can see. You remain @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{invisible} until the start of your next turn or until you attack, cast a spell, or deal damage.
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\nFour types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
\nd100 | \nHorn Type | \nBerserkers Summoned | \nRequirement | \n
---|---|---|---|
01-40 | \nSilver | \n2d4 + 2 | \nNone | \n
41-75 | \nBrass | \n3d4 + 3 | \nProficiency with all simple weapons | \n
76-90 | \nBronze | \n4d4 + 4 | \nProficiency with all medium armor | \n
91-100 | \nIron | \n5d4 + 5 | \nProficiency with all martial weapons | \n
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
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Produced by a special needle, this magic tattoo features designs that emphasize one color.
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\nd10 | \nDamage Type | \nColor | \n
---|---|---|
1 | \nAcid | \nGreen | \n
2 | \nCold | \nBlue | \n
3 | \nFire | \nRed | \n
4 | \nForce | \nWhite | \n
5 | \nLightning | \nYellow | \n
6 | \nNecrotic | \nBlack | \n
7 | \nPoison | \nViolet | \n
8 | \nPsychic | \nSilver | \n
9 | \nRadiant | \nGold | \n
10 | \nThunder | \nOrange | \n
Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can’t be used again until the next dawn.
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\nThe crystal also glows with a purplish dim light out to a range of 5 feet while you are attuned to it.
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\nCarrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
\nAn evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
\nUsing a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
\nDrain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
\nQuery. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
\nFreeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.
\nA soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace (see \"Soul Fuel\").
\nFreeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
\nHellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.
\nSoul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
","chat":"Soul coins are about 5 inches across and about an inch thick, minted from infernal iron. Each coin weighs one-third of a pound, and is inscribed with Infernal writing and a spell that magically binds a single soul to the coin. Because each soul coin has a unique soul trapped within it, each has a story. A creature might have been imprisoned as a result of defaulting on a deal, while another might be the victim of a night hag’s curse.
\nCarrying Soul Coins. To hold a soul coin is to feel the soul bound within it — overcome with rage or fraught with despair.
\nAn evil creature can carry as many soul coins as it wishes (up to its maximum weight allowance). A non-evil creature can carry a number of soul coins equal to or less than its Constitution modifier without penalty. A non-evil creature carrying a number of soul coins greater than its Constitution modifier has disadvantage on its attack rolls, ability checks, and saving throws.
\nUsing a Soul Coin. A soul coin has 3 charges. A creature carrying the coin can use its action to expend 1 charge from a soul coin and use it to do one of the following:
\nDrain Life. You siphon away some of the soul’s essence and gain 1d10 temporary hit points.
\nQuery. You telepathically ask the soul a question and receive a brief telepathic response, which you can understand. The soul knows only what it knew in life, but it must answer you truthfully and to the best of its ability. The answer is no more than a sentence or two and might be cryptic.
\nFreeing a Soul. Casting a spell that removes a curse on a soul coin frees the soul trapped within it, as does expending all of the coin’s charges. The coin itself rusts from within and is destroyed once the soul is released. A freed soul travels to the realm of the god it served or the outer plane most closely tied to its alignment (DM’s choice). The souls of lawful evil creatures released from soul coins typically emerge from the River Styx as lemure devils.
\nA soul can also be freed by destroying the coin that contains it. A soul coin has AC 19, 1 hit point for each charge it has remaining, and immunity to all damage except that which is dealt by a hellfire weapon or an infernal war machine’s furnace (see \"Soul Fuel\").
\nFreeing a soul from a soul coin is considered a good act, even if the soul belongs to an evil creature.
\nHellish Currency. Soul coins are a currency of the Nine Hells and are highly valued by devils. The coins are used among the infernal hierarchy to barter for favors, bribe the unwilling, and reward the faithful for services rendered.
\nSoul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
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\nWhile wearing this ring, you have advantage on attack rolls against water elementals, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.
\nThe ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
\nYou can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
\nIf you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
\nThis magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so.
\nWhile wearing the armor, you have resistance to fire damage. The armor also doesn’t impose disadvantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks.
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\nThe crystal also glows with a purplish inner light while you are attuned to it.
\nThe higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
\nIntelligence Score | \nRange of Telepathy | \nLight Intensity | \n
---|---|---|
[magicitem]psi-crystal-int-3-7;3–7[/magicitem] | \n15 feet | \nDim light out to a range of 5 feet | \n
[magicitem]psi-crystal-int-8-11;8–11[/magicitem] | \n30 feet | \nBright light in a 5-foot radius and dim light for an additional 5 feet | \n
[magicitem]psi-crystal-int-12-15;12–15[/magicitem] | \n60 feet | \nBright light in a 10-foot radius and dim light for an additional 10 feet | \n
16 or higher | \n120 feet | \nBright light in a 15-foot radius and dim light for an additional 15 feet | \n
This crystal grants you telepathy for as long as you remain attuned to it. See the introduction of the Monster Manual for rules on how this telepathy works.
\nThe crystal also glows with a purplish inner light while you are attuned to it.
\nThe higher your intelligence, the greater the light’s intensity and the greater the range of the telepathy (see the Psi Crystal Properties table).
\nIntelligence Score | \nRange of Telepathy | \nLight Intensity | \n
---|---|---|
[magicitem]psi-crystal-int-3-7;3–7[/magicitem] | \n15 feet | \nDim light out to a range of 5 feet | \n
[magicitem]psi-crystal-int-8-11;8–11[/magicitem] | \n30 feet | \nBright light in a 5-foot radius and dim light for an additional 5 feet | \n
[magicitem]psi-crystal-int-12-15;12–15[/magicitem] | \n60 feet | \nBright light in a 10-foot radius and dim light for an additional 10 feet | \n
16 or higher | \n120 feet | \nBright light in a 15-foot radius and dim light for an additional 15 feet | \n
This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
\nWhile the lantern is within 300 feet of any creature of the Fey type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
","chat":"This hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet.
\nWhile the lantern is within 300 feet of any creature of the Fey type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
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\nd10 | \nDamage Type | \n
---|---|
1 | \nAcid | \n
2 | \nCold | \n
3 | \nFire | \n
4 | \nForce | \n
5 | \n@Compendium[world.ddb-graus-dnd-items.tycL11jiZqvSqD86]{Potion of Lightning Resistance} | \n
6 | \nNecrotic | \n
7 | \nPoison | \n
8 | \n[magicitem]Potion of Psychic[ Resistance;Psychic[/magicitem] | \n
9 | \nRadiant | \n
10 | \nThunder | \n
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Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.
\nYou can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
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\nSlumbering (Uncommon). You have advantage on saving throws you make to avoid being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or to end those conditions on you.
\nStirring (Rare). You gain a +1 bonus to AC, and you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or to end those conditions on itself.
\nWakened (Very Rare). The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
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\nChariots and the creatures pulling them work like controlled mounts, as described in the mounted combat rules in the Player’s Handbook, but with the following differences:
\n\n
\n- Mounting or dismounting a chariot costs you 5 feet of movement, rather than a number of feet equal to half your speed.
\n- Being mounted on a chariot grants you half cover.
\n- A chariot’s speed is equal to the speed of the slowest creature pulling it.
\n- If multiple creatures are pulling the chariot, they all act on the same initiative, and they must take the same action on their turn.
\n
These symbiotic gloves — made of thin chitin and sinew — pulse with a life of their own. To attune to them, you must wear them for the entire attunement period, during which the gloves bond with your skin.
\nWhile attuned to these gloves, you are proficient with Smith's Tools and when you make an ability check using them you add double your proficiency bonus to the check, instead of your normal proficiency bonus.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":12,"price":25,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":25,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Movement","Utility","Exploration"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":37,"originalName":"Climber's Kit","version":"3.2.7"}},"effects":[],"img":"icons/sundries/survival/rope-wrapped-loops-grey.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223948,"modifiedTime":1674385505913,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"qOEWSA5KGfmAXX07"} {"_id":"qP5gdpbD39v9s2qR","name":"Armor of Thunder Resistance, Half Plate","type":"equipment","img":"icons/equipment/chest/breastplate-layered-leather-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9334/871/637206656031616179.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9334/872/637206656033959958.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Thunder-Resistance-Half-Plate.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5075,"originalName":"Armor of Thunder Resistance, Half Plate","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to thunder damage while you wear this armor.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant scorpion. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
---|---|
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
---|---|
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
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\nThis glowing purple liquid smells of sugar and plum, but it has a muddy taste.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a intellect devourer. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
\nAt the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can’t transform again until 36 hours have passed.
The Shield of the Hidden Lord is of celestial origin and serves as a prison for the pit fiend Gargauth, whose mortal followers revere it as a god. Over time, Gargauth’s evil has warped the shield’s appearance, so that its celestial motif and designs have become twisted into a fiendish face that subtly moves in disturbing ways.
\nWhile holding this shield, you gain a +2 bonus to AC and resistance to fire damage.
\nSentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
\nGargauth’s Personality. Gargauth desperately seeks freedom but can’t escape on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
\nWhile trapped in the shield, Gargauth carefully steers the shield’s current owner toward committing acts of cruelty and domination, hoping to condemn the individual’s soul to the Nine Hells. Conflict occurs if the shield’s owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.
\nGargauth doesn’t know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
\nFreeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
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\nWhile holding this shield, you gain a +2 bonus to AC and resistance to fire damage.
\nSentience. The Shield of the Hidden Lord is sentient as long as it imprisons Gargauth. While sentient, the shield has the following properties:
\nGargauth’s Personality. Gargauth desperately seeks freedom but can’t escape on its own. The pit fiend won’t reveal its true nature, referring to itself only as the Hidden Lord. It drops hints and subtle suggestions that it is an angel trapped in an unholy prison. If released from the shield, the pit fiend honors the terms of whatever bargain it struck to facilitate its escape.
\nWhile trapped in the shield, Gargauth carefully steers the shield’s current owner toward committing acts of cruelty and domination, hoping to condemn the individual’s soul to the Nine Hells. Conflict occurs if the shield’s owner does anything that would make it more difficult for Gargauth to escape its prison, such as leaving the shield in a place where others are unlikely to find it.
\nGargauth doesn’t know how to escape from the shield. The pit fiend believes (incorrectly) that it can break free of the shield if it’s brought to the Nine Hells, for it’s convinced that the shield’s powers are weaker there.
\nFreeing Gargauth. Casting dispel evil and good on the shield has a 1 percent chance of freeing the pit fiend, or automatically succeeds if the spell is cast by a solar, a planetar, or an archdevil. A god can release the pit fiend by touching the shield and speaking Gargauth’s name. When released, Gargauth appears in a random, unoccupied space as close to the shield as possible.
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\nWhen you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon’s type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn.
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Maximum Cargo: 10 tons
Crew: 6–10
Maximum Passenger Occupancy: 30
Personal Travel Cost: 2 gp per mile per passenger
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When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon’s type.
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\nA signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
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\nIn addition, you can play the lyre as an action to cast fabricate, move earth, passwall, or summon construct (appears in this book), and that spell can’t be cast from it again until the next dawn.
Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nProtection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit.
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\nWhile the lantern is within 300 feet of any creature of the Celestial type, its flame turns bright green. The lantern doesn’t pinpoint the creature’s exact location, however.
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\n(See Appendix B of Icewind Dale: Rime of the Frostmaiden)
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\nAfter the stone is used three times, it turns to dust.
\n(See Appendix B of Icewind Dale: Rime of the Frostmaiden)
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\nWhen you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
\nIf you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.
As an action, a creature can light a stick of dynamite and throw it at a point up to 60 feet away. Each creature within 5 feet of that point must make a DC 12 Dexterity saving throw, taking 3d6 bludgeoning damage on a failed save, or half as much damage on a successful one.
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When you damage a creature with an attack using this magic pistol, the target can’t regain hit points until the start of your next turn.
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\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
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\nAs an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can’t be used again until the next dawn.
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\nA small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay.
\nYou gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage.
\nIn addition, the weapon has the following properties:
\nBlighted Ruin. You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can’t be used until the next dawn.
\nDestructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can’t be used until dawn seven days later.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
\nThe weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day.
\nSentience. Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
\nThe weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know.
\nPersonality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long.
\nThe weapon’s purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
","chat":"Ruinblade is a unique weapon possessed by Moghadam, the architect of the Tomb of Horrors. A symbol of his authority, Moghadam carries the weapon during the time frame of the adventure to intimidate the tomb’s workers. (In later years, after Acererak trapped Moghadam in the completed tomb as an undead archwraith, Moghadam was able to use the weapon as his own phylactery.)
\nA small jade version of the green devil face of the Tomb of Horrors is fashioned into the hilt of the weapon, with the blade extending from its open mouth. The blade always appears ruined and rusting, and causes its surroundings to appear reflected in the blade as if in a state of decay.
\nYou gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with it, the attack deals an extra 1d8 force damage.
\nIn addition, the weapon has the following properties:
\nBlighted Ruin. You can cast the blight spell from the weapon (DC 15). Once used, this property of the weapon can’t be used until the next dawn.
\nDestructive Ruin. You can cast the disintegrate spell from the weapon, but can target only a nonmagical object or a creation of magical force. Once used, this property of the weapon can’t be used until dawn seven days later.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon.
\nThe weapon must take direct part in the destruction of 1,000 gp worth of materials and objects every seven days, or a conflict arises between you and the weapon at the end of the seventh day.
\nSentience. Ruinblade is a sentient lawful evil weapon with an Intelligence of 15, a Wisdom of 8, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
\nThe weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is a rough, ruined echo. While you are attuned to it, Ruinblade also understands every language you know.
\nPersonality. Ruinblade speaks either with a dolorous or frenetic tone, depending on its mood. That mood improves when the sword is actively engaged in acts of destruction, but worsens if the blade is left inactive too long.
\nThe weapon’s purpose is to ruin and unmake existing objects, so that its owner can rebuild the world from a blank slate. It thus encourages its wielder to engage in constant destruction, claiming that this will allow the creation of a more superior vision from the ruin of what came before.
","unidentified":"Greatsword"},"source":"Infernal Machine Rebuild pg 95","quantity":1,"weight":6,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["2d6[slashing] + @mod + 2","slashing"],["1d8[force - (Against undead)]","force"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"greatsword","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310971,"modifiedTime":1674385506039,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Alms Box","type":"backpack","system":{"description":{"value":"A small box for alms, typically found in a priest's pack.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":0,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":true,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":207,"originalName":"Alms Box","version":"3.2.7"}},"effects":[],"img":"icons/commodities/treasure/box-jade-tassel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229839,"modifiedTime":1674385506041,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"rJeL1lQcSk69ilRU"} {"name":"Light Hammer","type":"weapon","system":{"description":{"value":"Proficiency with a light hammer allows you to add your proficiency bonus to the attack roll for any attack you make with it.
","chat":"","unidentified":"Light Hammer"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":2,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"str","actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4[bludgeoning] + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"lighthammer","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":true,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Light Hammer","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":true,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":10,"originalName":"Light Hammer","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/hammers/shorthammer-double-simple.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230571,"modifiedTime":1674385506043,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"rK6QC5hmNSIm9ZOh"} {"_id":"rK8qyVLPrZBrSPv9","name":"Cast-Off Armor, Splint","type":"equipment","img":"icons/equipment/chest/breastplate-scale-leather.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"filterType":"Armor","tags":["Utility"],"sources":[{"sourceId":27,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":2},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":36587,"originalName":"Cast-Off Armor, Splint","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You can doff this armor as an action.
","chat":"","unidentified":null},"source":"Xanathar's Guide to Everything","quantity":1,"weight":60,"price":0,"attunement":0,"equipped":false,"rarity":"common","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"splint","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310978,"modifiedTime":1674385506046,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"rNJDoDSlfagAn0rw","name":"Guild Signet","type":"equipment","img":"icons/equipment/finger/ring-cabochon-squared-gold-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ring","filterType":"Ring","tags":[],"sources":[{"sourceId":38,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":318846,"originalName":"Guild Signet","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This ring, adorned with the symbol of a guild, allows you to cast one spell closely associated with that guild, as shown in the Guild Signet Spells table. A guild signet is sometimes awarded to a guild member whose renown score in that guild is 5 or higher, as a reward for performing special services for the guild. Aside from its magical properties, the ring is also an indicator of the guild’s recognition and favor.
\nA signet has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing it, you can expend 1 charge to cast the associated spell (save DC 13).
\nGUILD | \nASSOCIATED SPELL | \n
---|---|
Azorius Guild Signet | \nensnaring strike | \n
Boros Guild Signet | \nheroism | \n
Guild Signet | \ndisguise self | \n
Guild Signet | \nentangle | \n
Guild Signet | \ncompelled duel | \n
Guild Signet | \nchaos bolt | \n
Guild Signet | \ncommand | \n
Guild Signet | \nhellish rebuke | \n
Guild Signet | \ncharm person | \n
Guild Signet | \nexpeditious retreat | \n
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 173","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385310989,"modifiedTime":1674385506051,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"rNpvJuzWQlgt0b4Z","name":"Helm of the Gods","type":"equipment","img":"icons/equipment/head/helm-spangen-engraved.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Headwear"],"sources":[{"sourceId":61,"pageNumber":196,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1752520,"originalName":"Helm of the Gods","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While wearing this helm, you know whether there is a celestial or fiend within 30 feet of you, as well as where the creature is located, provided the creature isn’t behind total cover.
\nWhenever you finish a long rest while wearing the helm, you can pray to one of the gods listed on the Helm of the Gods table and store the listed spell in the helm, replacing any spell that is already stored there. The save DC for the spell is 13.
\nThe helm has 3 charges. To cast a spell from the helm, you must expend 1 charge, and the helm regains 1d3 charges daily at dawn.
\nGOD | \nSPELL | \n
---|---|
Athreos | \nprotection from evil and good | \n
Ephara | \nsanctuary | \n
Erebos | \ninflict wounds | \n
Heliod | \nguiding bolt | \n
Iroas | \nheroism | \n
Karametra | \ngoodberry | \n
Keranos | \nthunderous smite | \n
Klothys | \nentangle | \n
Kruphix | \ndissonant whispers | \n
Mogis | \nhellish rebuke | \n
Nylea | \nfaerie fire | \n
Pharika | \nlesser restoration | \n
Phenax | \ncharm person | \n
Purphoros | \nsearing smite | \n
Thassa | \nidentify | \n
This cylindrical leather case can hold up to ten rolled-up sheets of paper or five rolled-up sheets of parchment.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":1,"price":1,"attunement":0,"equipped":false,"rarity":"","identified":true,"capacity":{"type":"weight","value":0,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"cost":1,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Container"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":33,"originalName":"Case, Map or Scroll","version":"3.2.7"}},"effects":[],"img":"icons/containers/bags/case-scroll-leather-tan.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770223926,"modifiedTime":1674385506055,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"rPXIsh2RxBC0aV0A"} {"_id":"rRIE6tdhJmFfF8Wu","name":"Flame Tongue","type":"weapon","img":"icons/weapons/swords/sword-guard-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/18/883/636381749014334324.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/219/636284733648450283.jpeg","filterType":"Weapon","tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":170,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Flame-Tongue.jpeg","restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5386,"originalName":"Flame Tongue","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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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\nA potion of mind control (monster) produces the effect of a dominate monster. If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. (Against the Giants)
","chat":"When you drink a potion of mind control (monster), you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don’t, the potion is wasted.
\nA potion of mind control (monster) produces the effect of a dominate monster. If the target’s initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. (Against the Giants)
","unidentified":"Potion"},"source":"Against the Giants pg 229","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"","units":"turn"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318041,"modifiedTime":1674385506064,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"rSvJK75lpA8gtVxG","name":"Deck of Illusions","type":"equipment","img":"icons/sundries/misc/admission-ticket-grey.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility","Deception","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":161,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4616,"originalName":"Deck of Illusions","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 − 1 cards.
\nThe magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
\nAn illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check. The creature then appears translucent.
\nThe illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
\nPlaying Card | \nIllusion | \n
---|---|
Ace of hearts | \nRed dragon | \n
King of hearts | \nKnight and four guards | \n
Queen of hearts | \nSuccubus or incubus | \n
Jack of hearts | \nDruid | \n
Ten of hearts | \nCloud giant | \n
Nine of hearts | \nEttin | \n
Eight of hearts | \nBugbear | \n
Two of hearts | \nGoblin | \n
Ace of diamonds | \nBeholder | \n
King of diamonds | \nArchmage and mage apprentice | \n
Queen of diamonds | \nNight hag | \n
Jack of diamonds | \nAssassin | \n
Ten of diamonds | \nFire giant | \n
Nine of diamonds | \nOgre mage | \n
Eight of diamonds | \nGnoll | \n
Two of diamonds | \nKobold | \n
Ace of spades | \nLich | \n
King of spades | \nPriest and two acolytes | \n
Queen of spades | \nMedusa | \n
Jack of spades | \nVeteran | \n
Ten of spades | \nFrost giant | \n
Nine of spades | \nTroll | \n
Eight of spades | \nHobgoblin | \n
Two of spades | \nGoblin | \n
Ace of clubs | \nIron golem | \n
King of clubs | \nBandit captain and three bandits | \n
Queen of clubs | \nErinyes | \n
Jack of clubs | \nBerserker | \n
Ten of clubs | \nHill giant | \n
Nine of clubs | \nOgre | \n
Eight of clubs | \nOrc | \n
Two of clubs | \nKobold | \n
Jokers (2) | \nYou (the deck's owner) | \n
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Also at rank 1, you are given use of an Acquisitions Incorporated sending stone, an uncommon magic item that resembles a gemstone in a bold setting. It functions like a normal sending stone, except that it has no matching stone and allows communication with Head Office, specific secretarians you know, and the secretarian nearest your location. You must succeed on a DC 15 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check to establish contact. Once the stone is successfully used, it can’t be used again until the next dawn.
\nMaking contact with another secretarian assumes that they are in possession of their own sending stone.
\nD8 | \nQUIRK | \n
---|---|
1 | \nIt’s a flip stone. | \n
2 | \nIt gets great reception everywhere except in your headquarters. | \n
3 | \nIt sometimes picks up other magical conversations. | \n
4 | \nIt’s the perfect size, shape, and weight to be used as a skipping stone. | \n
5 | \nIt heats up when you use it, to the extent that it once burned through your gloves. | \n
6 | \nIt has an obnoxious ringtone that you can’t work out how to change. | \n
7 | \nIt fails to notify you of incoming messages except for a faint pulsating glow. | \n
8 | \nIt’s voice activated, so that every time you talk to someone, it tries to send a message to someone else. | \n
Also at rank 2, whenever your franchise begins a major quest or mission, make a DC 15 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{History}) check. On a success, you can learn up to three rumors related to creatures or organizations involved in the mission, which come to you through your sending stone. These rumors reflect current or historical knowledge possessed by Acquisitions Incorporated or the organization’s many contacts.
\nAt rank 3, when you use your Rumor Mill feature, the DM provides you with a sense of which parts of a particular rumor are inaccurate, if any. You do not necessarily learn the truth behind those false rumors.
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\nOnce per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Medicine}) check, ending the effect of such wounds on it on a success.
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\nThe crystal also glows with a purplish bright light in a 5-foot radius and dim light for an additional 5 feet while you are attuned to it.
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\nWhile you are holding the book, you can use it as a spellcasting focus for your wizard spells.
\nThe 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:
\nThis suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.
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\nSlumbering (Uncommon). Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
\nStirring (Rare). The Stirring weapon has the Slumbering property. In addition, you gain a +1 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 1d6 damage of the type dealt by the dragon’s breath weapon.
\nWakened (Very Rare). The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage dealt by the weapon increases to 2d6.
\nAs an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon’s breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant weapon has the Slumbering property, and it improves on the Stirring and Wakened properties. The bonus to attack and damage rolls increases to +3, and the extra damage dealt by the weapon increases to 3d6.
\nThe cone of destructive energy the weapon creates increases to a 60-foot cone, the save DC increases to 18, and the damage increases to 12d6.
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\nWhile wearing the goggles in their dormant state, you can see normally in darkness, both magical and nonmagical, to a distance of 60 feet. Additionally, you have advantage on Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) and Wisdom (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Perception}) checks that rely on sight.
\nWhen Danoth’s Visor reaches an awakened state, it gains the following properties:
\nWhen Danoth’s Visor reaches an exalted state, it gains the following properties:
\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and you can set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, “I want a piece of candy.” The doll’s phrases are lost when your attunement to the doll ends.
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\nCurse. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
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\nWyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
\nWyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon.
\nWyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:
\nWhile in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
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\nWyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn.
\nWyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon’s breath weapon.
\nWyrm Ward. You can transfer the claw’s magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property:
\nWhile in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet.
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\nInhaled. These poisons are powders or gases that take effect when inhaled. Blowing the powder or releasing the gas subjects creatures in a 5-foot cube to its effect. The resulting cloud dissipates immediately afterward. Holding one's breath is ineffective against inhaled poisons, as they affect nasal membranes, tear ducts, and other parts of the body.
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\nWhen the armor reaches an awakened state, it gains the following properties:
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\nThe tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
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","chat":"","unidentified":"Halberd"},"source":"Dungeon Master's Guide","quantity":1,"weight":6,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"halberd","properties":{"amm":false,"fir":false,"fin":false,"hvy":true,"lgt":false,"lod":false,"rch":true,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318166,"modifiedTime":1674385507971,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"siLmuDG7yMlHQfLm","name":"Bell Branch","type":"equipment","img":"icons/commodities/materials/plant-branch-brown-green.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":122,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2401130,"originalName":"Bell Branch","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This silver implement is shaped like a tree branch and is strung with small golden bells. The branch is a spellcasting focus for your spells while you hold it.
\nThe branch has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
\nYou have resistance to thunder damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":65,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":18,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318176,"modifiedTime":1674385507976,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"ss7zZWMTqaUhfGtZ","name":"Shadowfell Brand Tattoo","type":"equipment","img":"icons/magic/control/debuff-chains-shackles-movement-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":134,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2408226,"originalName":"Shadowfell Brand Tattoo","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Produced by a special needle, this magic tattoo is dark in color and abstract.
\nTattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
\nIf your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
\nShadow Essence. You gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a range of 60 feet, and you have advantage on Dexterity (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth}) checks.
\nShadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.
\nTattoo Rarity | \nArea Covered | \n
---|---|
Common | \nOne hand or foot or a quarter of a limb | \n
Uncommon | \nHalf a limb or the scalp | \n
Rare | \nOne limb | \n
Very Rare | \nTwo limbs or the chest or upper back | \n
Legendary | \nTwo limbs and the torso | \n
The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits.
\nYou can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks.
\nWhen you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
","chat":"The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits.
\nYou can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks.
\nWhen you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
","unidentified":"Wondrous item"},"source":"Wayfinder's Guide to Eberron","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318181,"modifiedTime":1674385507982,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"suWY9MJ39GOGPqm8","name":"Silken Spite (Exalted)","type":"weapon","img":"icons/weapons/swords/greatsword-crossguard-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Rapier","damage":{"parts":[]},"classFeatures":[],"filterType":"Weapon","tags":[],"sources":[{"sourceId":59,"pageNumber":277,"sourceType":1}],"restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434366,"originalName":"Silken Spite (Exalted)","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"The blade of this rapier is made of spider silk. Its onyx pommel is tipped with a ruby cut in the shape of a spider, and the blade carries the blessing of Lolth.
\nSentience. Silken Spite is a sentient chaotic evil weapon with an Intelligence of 13, a Wisdom of 15, and a Charisma of 15. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, Elvish, and Undercommon.
\nPersonality. A murderous yochlol named Sinnafex lives within Silken Spite. The weapon speaks in whispers, pushing its wielder to trust no one and to kill those who cause the slightest personal offense.
\nThe rapier grants the following benefits in its dormant state:
\nThe rapier grants the following benefits in its awakened state:
\nThe rapier grants the following benefits in its exalted state:
\n\n","chat":"","unidentified":"Rapier"},"source":"Explorer's Guide to Wildemount pg 277","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"rapier","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318184,"modifiedTime":1674385507988,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"swNDAChlxDQVd3Ax","name":"Elemental Gem (Blue Sapphire)","type":"equipment","img":"icons/commodities/gems/gem-rough-square-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Summoning"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4630,"originalName":"Elemental Gem (Blue Sapphire)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"ARTIFACT PROPERTIES
\nRandom Properties. The artifact has the following randomly determined properties:
\n\n
\n- 2 minor beneficial properties
\n- 1 major beneficial property
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
This blue sapphire contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
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\nWhile wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
\nThe armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}.
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\nInjury. Injury poison can be applied to weapons, ammunition, trap components, and other objects that deal piercing or slashing damage and remains potent until delivered through a wound or washed off. A creature that takes piercing or slashing damage from an object coated with the poison is exposed to its effects.
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\nThe ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
\nFaerie Fire. You can expend 1 charge as an action to cast faerie fire from the ring.
\nBall Lightning. You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
\nEach sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
\nAs a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
Spheres | \nLightning Damage | \n
---|---|
4 | \n2d4 | \n
3 | \n2d6 | \n
2 | \n5d4 | \n
1 | \n4d12 | \n
\n
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This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} until the effect ends.
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\nYou gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
\nReplier is the Neutral sword and contains a peridot as its gem.
This patchy cloak was pieced together from the pelts of rats found feasting on the dead in Blightshore and is dotted with the bloated corpses of magically preserved insects along its seams.
\nWhile wearing the Verminshroud in its dormant state, you gain the following benefits:
\nThis black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron:
\nThis horned mask of glossy ebony has horns and a skull-like mien. The mask reshapes to fit a wearer attuned to it. While you are wearing the mask and attuned to it, you can access the following properties.
\nDamage Absorption. You have damage resistance to acid. If you already have damage resistance to acid from another source, you gain immunity to acid damage. If you already have immunity to acid damage from another source, you regain hit points equal to half of any acid damage you are dealt.
\nDraconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
\nDragon Breath. If you have a breath weapon that requires rest to recharge, it gains a recharge of 6.
\nDragon Sight. You gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} with a radius of 60 feet, or an additional 60 feet of @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} if you already have that sense. Once per day, you can gain @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{blindsight} out to a range of 30 feet for 5 minutes.
\nDragon Tongue. You can speak and understand Draconic. You also have advantage on any Charisma check you make against black dragons.
\nLegendary Resistance (1/Day). If you fail a saving throw, you can choose to succeed instead.
\nWater Breathing. You can breathe underwater.
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\nThe 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: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
\nThe 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.
This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
\nWhile scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.
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\nWhile 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:
\nThe pages of this book are bound in fiend hide, and its cover is embossed with a diagram of the Great Wheel of the multiverse. When found, the book contains the following spells: banishment, find familiar, gate, magic circle, planar binding, and summon elemental (appears in this book). It functions as a spellbook for you.
\nWhile 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:
\nYou have a +2 bonus to attack and damage rolls made with this magic weapon.
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\nYou are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
","chat":"Matalotok, the Frost Father, is an ancient hammer fashioned by Thrym, the god of frost giants. The favored weapon of the demon lord Kostchtchie, Matalotok is frigid to the touch and wreathed in mist.
\nYou are immune to cold damage while holding Matalotok. Whenever it deals damage to a creature, the hammer radiates a burst of intense cold in a 30-foot-radius sphere. Each creature in that area takes 10 (3d6) cold damage.
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\nA cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.
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\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon.
\nWhen you hit a Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
","chat":"","unidentified":"Lance"},"source":"Fizban's Treasury of Dragons pg 23","quantity":1,"weight":6,"price":0,"attunement":1,"equipped":false,"rarity":"legendary","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"Roll Other damage: [3d6] When you hit a dragon with this weapon","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"3d6[force]","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"lance","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":true,"rel":false,"spc":true,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318276,"modifiedTime":1674385508074,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Rhythm-Maker's Drum, +2","type":"equipment","system":{"description":{"value":"While holding this drum, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
\nAs an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
","chat":"When you attack a creature with this magic weapon and roll a 20 on the attack roll, the creature must make a DC 15 Wisdom saving throw in addition to suffering the attack’s normal effects. On a failed save, the creature also suffers the effects of a polymorph spell. Roll a d20 and consult the following table to determine the form the target creature is transformed into.
\nd20 | \nNew Form | \n
1 | \nTyrannosaurus Rex | \n
2 | \nGiant Ape | \n
3 | \nElephant | \n
4 | \nGiant scorpion | \n
5 | \nRhinoceros | \n
6 | \nPolar bear | \n
7 | \nGiant toad | \n
8 | \nGiant eagle | \n
9 | \nBlack bear | \n
10 | \nCrocodile | \n
11 | \nWolf | \n
12 | \nHorse | \n
13 | \nOx | \n
14 | \nGiant frog | \n
15 | \nPoisonous snake | \n
16 | \nHawk | \n
17 | \nOctopus | \n
18 | \nCat | \n
19 | \nRat | \n
20 | \nRabbit | \n
A creature is immune to this effect if it is immune to damage of the weapon’s type, is a shapechanger, or has legendary actions.
\nCurse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with a remove curse spell or similar magic, you are unwilling to part with the weapon. Whenever you attack a creature with this weapon and roll a 1 on the attack roll, you suffer the effect of a polymorph spell for 1 hour, rolling on the table to determine your new form.
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\nThe creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
\nThe creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
\nObsidian Steed. This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
\nIf you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
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\nIn addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
You have a +1 bonus to attack and damage rolls made with this magic weapon.
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\nLuck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn.
\nWish. The sword has 1d4–1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges.
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21-30 | \nCelestials | \n
31-40 | \nElementals | \n
41-50 | \nFey | \n
51-75 | \nFiends | \n
76-80 | \nPlants | \n
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","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":65,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":19,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"plate","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318317,"modifiedTime":1674385508116,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"uGE5mzbVIDXh5meh","name":"Hell Hound Cloak","type":"equipment","img":"icons/equipment/back/cape-layered-simple-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Buff","Shapechanging","Cursed"],"sources":[{"sourceId":21,"pageNumber":228,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":9297,"originalName":"Hell Hound Cloak"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
\nCurse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
\nThe sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
","chat":"This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hell hound for up to 1 hour. The transformation otherwise functions as the polymorph spell, but you can use a bonus action to revert to your normal form.
\nCurse. This cloak is cursed with the essence of a hell hound, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the cloak, keeping it within reach at all times.
\nThe sixth time you use the cloak, and each time thereafter, you must make a DC 15 Charisma saving throw. On a failed save, the transformation lasts until dispelled or until you drop to 0 hit points, and you can’t willingly return to normal form. If you ever remain in hell hound form for 6 hours, the transformation becomes permanent and you lose your sense of self. All your statistics are then replaced by those of a hell hound. Thereafter, only remove curse or similar magic allows you to regain your identity and return to normal. If you remain in this permanent form for 6 days, only a wish spell can reverse the transformation.
","unidentified":"Wondrous item"},"source":"Against the Giants pg 228","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318320,"modifiedTime":1674385508119,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"uJgUbiPmDsBhiZJf","name":"Headband of Intellect","type":"equipment","img":"icons/equipment/finger/ring-cabochon-silver-gold-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/105/636382329499818611.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/243/636284738487464526.jpeg","filterType":"Wondrous item","tags":["Buff","Headwear"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":173,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":10,"pictureUrl":"ddb-images/other/item-large-Headband-of-Intellect.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4652,"originalName":"Headband of Intellect","pack":"dnd5e.items","originalItemName":"Headband of Intellect","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 173","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318323,"modifiedTime":1674385508121,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"uJwG4xMMBXO3C8tW","name":"Oil of Sharpness","type":"consumable","img":"icons/consumables/potions/potion-bottle-corked-fancy-orange.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Potion","filterType":"Potion","tags":["Damage","Buff","Combat","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":184,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4688,"originalName":"Oil of Sharpness","pack":"dnd5e.items","originalItemName":"Oil of Sharpness","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":true,"resource":true},"altValue":{"quantity":false,"use":true,"resource":true}},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 184","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"minute"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318325,"modifiedTime":1674385508124,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"uL3d9vMcySdTqN7y","name":"Baba Yaga’s Mortar and Pestle","type":"equipment","img":"icons/tools/cooking/mortar-black.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/13983/710/637414606165119749.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13983/711/637414606166301413.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":121,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Baba-Yaga-s-Mortar-and-Pestle.png"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2400730,"originalName":"Baba Yaga’s Mortar and Pestle"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}}},"system":{"description":{"value":"The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.
\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide:
\nProperties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature.
\nProperties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
\nThe pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
\nPerfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.
\nYou can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
\nPrimal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.
\nTraverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
\nBones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
","chat":"The creations of the immortal hag Baba Yaga defy the laws of mortal magic. Among the notorious implements that cement her legend on countless worlds are the artifacts that propel her through the planes: Baba Yaga's Mortar and Pestle. These signature tools of Baba Yaga are a single artifact for purposes of attunement. Should the two objects become separated, the pestle appears next to the mortar at the next dawn.
\nRandom Properties. This artifact has the following random properties, which you can determine by rolling on the tables in the \"Artifacts\" section of the Dungeon Master's Guide:
\nProperties of the Mortar. The mortar is a Tiny wooden bowl. However, the mortar increases in size to accommodate anything you place inside, expanding—if there's enough space—up to Large size, meaning it can hold even a Large creature.
\nProperties of the Pestle. The pestle is a 6-inch-long, worn wooden tool. Once during your turn while you are holding the pestle, you can extend it into a quarterstaff or shrink it back into a pestle (no action required). As a quarterstaff, the pestle is a magic weapon that grants a +3 bonus to attack and damage rolls made with it.
\nThe pestle has 12 charges. When you hit with a melee attack using the pestle, you can expend up to 3 of its charges to deal an extra 1d8 force damage for each charge expended. The pestle regains all expended charges daily at dawn.
\nPerfect Tools. While holding the mortar and pestle, you can use your action to say the name of any nonmagical plant, mineral, or fluid and an amount of the material worth 10 gp or less. The mortar instantly fills with the desired amount of that material. Once you use this action, you can't do so again until you finish a short or long rest.
\nYou can also use the artifact as alchemist's supplies, brewer's supplies, cook's utensils, an herbalism kit, and a poisoner's kit. You have advantage on any check you make using the artifact as one of these tools.
\nPrimal Parts. As an action while the pestle and the mortar is within 5 feet of you, you can command the pestle to grind. For the next minute, or until you use your action to verbally command it to stop, the pestle moves on its own, grinding the contents of the mortar into a mush or fine powder that's equally useful for cooking or alchemy. At the start of each of your turns, whatever is in the mortar takes 4d10 force damage. If this reduces the target's hit points to 0, the target is reduced to powder, pulp, or paste, as appropriate. Only magic items are unaffected. If you wish, when the pestle stops, you can have the mortar separate its contents-like powdered bone, crushed herbs, pulped organs-into separate piles.
\nTraverse the Night. If you are holding the pestle while you are inside the mortar, you can use your action to verbally command the mortar to travel to a specific place or creature. You don't need to know where your destination is, but it must be a specific destination-not just the nearest river or a red dragon's lair. If the stated destination is within 1,000 miles of you, the mortar lifts into the air and vanishes. You and any creatures in the mortar travel through a dreamlike sky, with hazy reflections of the world passing by below. Creatures might see images of you streaking through the sky between your point of origin and the destination. You arrive at the location 1 hour later or, if it is night, 1 minute later.
\nBones Know Their Home. When you command the mortar to travel, you can instead throw out the dust or paste of something ground by the mortar and name a location on a different plane of existence or a different world on the Material Plane. If that material came from a creature native to the named plane or world, the mortar travels through an empty night sky to an unoccupied space at that destination, arriving in 1 minute.
\nDestroying the Mortar and Pestle. The mortar and pestle are destroyed if they are crushed underfoot by the Dancing Hut of Baba Yaga or by Baba Yaga herself.
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\nWhile wearing the Stormgirdle in its awakened state, you gain the following benefits:
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\nWhile you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
\nThe dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:
\nD12 | \nEFFECT | \n
---|---|
1–2 | \nThe dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. | \n
3–4 | \nThe dodecahedron casts light on itself. The effect lasts until a creature touches the die. | \n
5–6 | \nThe dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack. | \n
7–8 | \nThe dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. | \n
9–10 | \nThe dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. | \n
11–12 | \nThe next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour. | \n
This twelve-sided metal die is 12 inches across and bears the numbers 1 through 12 engraved on its pentagonal sides. The dodecahedron contains arcane clockwork mechanisms that whir and click whenever the die is cast.
\nThe dodecahedron can be hurled up to 60 feet as an action. A random magical effect occurs when the die comes to rest after rolling across the ground for at least 10 feet. If an effect requires a target and no eligible target is within range, nothing happens. Spells cast by the dodecahedron require no components. Roll a d12 and consult the following table to determine the effect:
\nD12 | \nEFFECT | \n
---|---|
1–2 | \nThe dodecahedron explodes and is destroyed. Each creature within 20 feet of the exploding die must make a DC 13 Dexterity saving throw, taking 40 (9d8) force damage on a failed save, or half as much damage on a successful one. | \n
3–4 | \nThe dodecahedron casts light on itself. The effect lasts until a creature touches the die. | \n
5–6 | \nThe dodecahedron casts ray of frost (+5 to hit), targeting a random creature within 60 feet of it that doesn’t have total cover against the attack. | \n
7–8 | \nThe dodecahedron casts shocking grasp (+5 to hit) on the next creature that touches it. | \n
9–10 | \nThe dodecahedron casts darkness on itself. The effect has a duration of 10 minutes. | \n
11–12 | \nThe next creature to touch the dodecahedron gains 1d10 temporary hit points that last for 1 hour. | \n
The ammunition of a firearm is destroyed upon use. Futuristic firearms are powered by a special type of ammunition called energy cells. An energy cell contains enough power for all the shots its firearm can make.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0.3,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":"","per":null,"recovery":"","autoDestroy":false},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","properties":{},"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Ammunition","isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":194,"originalName":"Energy Cell","version":"3.2.7"}},"effects":[],"img":"icons/commodities/tech/electrode-copper.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229756,"modifiedTime":1674385508214,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"vGfKUchJqkP4gAs9"} {"_id":"vHLlJPKb14HoksJh","name":"Elemental Gem (Red Corundum)","type":"equipment","img":"icons/commodities/gems/gem-oval-red.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Summoning"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4888,"originalName":"Elemental Gem (Red Corundum)","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This red corundum contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem's magic is lost.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318421,"modifiedTime":1674385508216,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"String","type":"loot","system":{"description":{"value":"A 10-foot length of string, typically found in a burglar's pack.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":205,"originalName":"String","version":"3.2.7"}},"effects":[],"img":"icons/tools/fishing/reel-simple-string-tan.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229829,"modifiedTime":1674385508218,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"vHRNReYx8w73oI6A"} {"_id":"vI2i3QYTi5nvHk6n","name":"Necklace of Adaptation","type":"equipment","img":"icons/equipment/neck/necklace-faceted-carved-stone.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/130/636382337258166270.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/315/636284754852978679.jpeg","filterType":"Wondrous item","tags":["Buff","Warding","Jewelry"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":182,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"pictureUrl":"ddb-images/other/item-large-Necklace-of-Adaptation.jpeg"},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4682,"originalName":"Necklace of Adaptation","pack":"dnd5e.items","originalItemName":"Necklace of Adaptation","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook pg 182","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318428,"modifiedTime":1674385508220,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"vIFD5MJS607sDkWZ","name":"Arcane Grimoire, +2","type":"equipment","img":"icons/sundries/books/book-backed-wood-tan.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":120,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2411946,"originalName":"Arcane Grimoire, +2","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +2 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
\nYou 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.
To attune to this symbiont, you must hold it against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the earworm is inside you, you can speak, read, and write Deep Speech.
\nSpells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.
\nThe earworm regains 1d4 expended charges daily at dawn.
\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The earworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.
","chat":"","unidentified":"Wondrous item"},"source":"Eberron: Rising from the Last War pg 277","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318435,"modifiedTime":1674385508226,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"vNkMfz4tlznULydN","name":"Moonblade","type":"weapon","img":"icons/weapons/swords/shortsword-broad-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Longsword","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/19/250/636382373632199188.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/19/251/636382373632667988.jpeg","filterType":"Weapon","tags":["Damage","Buff","Combat","Sentient"],"sources":[{"sourceId":3,"pageNumber":217,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Moonblade.jpeg","restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5430,"originalName":"Moonblade","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":""},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Of all the magic items created by the elves, one of the most prized and jealously guarded is a moonblade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
\nA moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
\nA moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
\nA moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
\nA moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moonblade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.
\nd100 | \nProperty | \n
---|---|
01–40 | \nIncrease the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus. | \n
41–80 | \nThe moonblade gains a randomly determined minor property (see “Special Features”). | \n
81–82 | \nThe moonblade gains the finesse property. | \n
83–84 | \nThe moonblade gains the thrown property (range 20/60 feet). | \n
85–86 | \nThe moonblade functions as a defender. | \n
87–90 | \nThe moonblade scores a critical hit on a roll of 19 or 20. | \n
91–92 | \nWhen you hit with an attack using the moonblade, the attack deals an extra 1d6 slashing damage. | \n
93–94 | \nWhen you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder. | \n
95–96 | \nYou can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{blinded} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until you take a short rest while attuned to the weapon. | \n
97–98 | \nThe moonblade functions as a ring of spell storing. | \n
99 | \nYou can use an action to call forth an elfshadow, provided that you don’t already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn’t create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action. | \n
00 | \nThe moonblade functions as a vorpal sword. | \n
A moonblade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
\nEvery moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.
\nThe weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.
\nIf a moonblade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.
This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Investigation}) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The apparatus of Kwalish is a Large object with the following statistics:
\nArmor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
\nThe apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
\nA creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
\nLever | \nUp | \nDown | \n
---|---|---|
1 | \nLegs and tail extend, allowing the apparatus to walk and swim. | \nLegs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. | \n
2 | \nForward window shutter opens. | \nForward window shutter closes. | \n
3 | \nSide window shutters open (two per side). | \nSide window shutters close (two per side). | \n
4 | \nTwo claws extend from the front sides of the apparatus. | \nThe claws retract. | \n
5 | \nEach extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | \nEach extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{grappled} (escape DC 15). | \n
6 | \nThe apparatus walks or swims forward. | \nThe apparatus walks or swims backward. | \n
7 | \nThe apparatus turns 90 degrees left. | \nThe apparatus turns 90 degrees right. | \n
8 | \nEyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | \nThe light turns off. | \n
9 | \nThe apparatus sinks as much as 20 feet in liquid. | \nThe apparatus rises up to 20 feet in liquid. | \n
10 | \nThe rear hatch unseals and opens. | \nThe rear hatch closes and seals. | \n
When you damage a creature with an attack using this magic light crossbow, the target can’t regain hit points until the start of your next turn.
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\nA devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
\nA special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
\nRegardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
\nAir Orb. When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master’s Guide.
\nEarth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes.
\nFire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.
\nWater Orb. When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood’s path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
","chat":"A devastation orb is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a devastation orb of air. The ritual takes 1 hour to complete and requires 2,000 gp worth of special components, which are consumed.
\nA devastation orb measures 12 inches in diameter, weighs 10 pounds, and has a solid outer shell. The orb detonates 1d100 hours after its creation, releasing the elemental energy it contains. The orb gives no outward sign of how much time remains before it will detonate. Spells such as identify and divination can be used to ascertain when the orb will explode. An orb has AC 10, 15 hit points, and immunity to poison and psychic damage. Reducing it to 0 hit points causes it to explode instantly.
\nA special container can be crafted to contain a devastation orb and prevent it from detonating. The container must be inscribed with symbols of the orb’s opposing element. For example, a case inscribed with earth symbols can be used to contain a devastation orb of air and keep it from detonating. While in the container, the orb thrums. If it is removed from the container after the time when it was supposed to detonate, it explodes 1d6 rounds later, unless it is returned to the container.
\nRegardless of the type of orb, its effect is contained within a sphere with a 1 mile radius. The orb is the sphere’s point of origin. The orb is destroyed after one use.
\nAir Orb. When this orb detonates, it creates a powerful windstorm that lasts for 1 hour. Whenever a creature ends its turn exposed to the wind, the creature must succeed on a DC 18 Constitution saving throw or take 1d4 bludgeoning damage, as the wind and debris batter it. The wind is strong enough to uproot weak trees and destroy light structures after at least 10 minutes of exposure. Otherwise, the rules for strong wind apply, as detailed in chapter 5 of the Dungeon Master’s Guide.
\nEarth Orb. When this orb detonates, it subjects the area to the effects of the earthquake spell for 1 minute (spell save DC 18). For the purpose of the spell’s effects, the spell is cast on the turn that the orb explodes.
\nFire Orb. When this orb detonates, it creates a dry heat wave that lasts for 24 hours. Within the area of effect, the rules for extreme heat apply, as detailed in chapter 5 of the Dungeon Master’s Guide. At the end of each hour, there is a ten percent chance that the heat wave starts a wildfire in a random location within the area of effect. The wildfire covers a 10-foot-square area initially but expands to fill another 10-foot square each round until the fire is extinguished or burns itself out. A creature that comes within 10 feet of a wildfire for the first time on a turn or starts its turn there takes 3d6 fire damage.
\nWater Orb. When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master’s Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect; at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood’s path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
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\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
\nThe armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}.
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\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
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\nYou 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.
\nThe 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.
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\nWhile holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
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\n- 2 minor detrimental properties
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\n
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\nYou have a +1 bonus to AC while wearing this armor.
","chat":"","unidentified":null},"source":"Acquisitions Incorporated pg 156","quantity":1,"weight":40,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":16,"type":"medium","dex":2},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"halfplate","speed":{"value":null,"conditions":""},"strength":1,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318571,"modifiedTime":1674385508329,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"wpRtOHCdfmNyKEhq","name":"Bag of Bounty","type":"equipment","img":"icons/containers/bags/pack-engraved-leather-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":37,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":215714,"originalName":"Bag of Bounty","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts. You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.
\nFood Quality | \nDifficulty | \n
---|---|
Poor | \nNo roll required | \n
Modest | \n10 | \n
Comfortable | \n13 | \n
Wealthy | \n15 | \n
Aristocratic | \n18 | \n
A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn.
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","chat":"","unidentified":"Potion"},"source":"Basic Rules, Player's Handbook pg 188","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"1","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"heal","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"baseItem":"","toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318577,"modifiedTime":1674385508334,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Block of Incense","type":"loot","system":{"description":{"value":"A block of incense, typically found in a priest's pack.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":2,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":0,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Social","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":208,"originalName":"Block of Incense","version":"3.2.7"}},"effects":[],"img":"icons/commodities/treasure/puzzle-cube.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770229845,"modifiedTime":1674385508342,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"wpkW8TZDm8kq7SyW"} {"_id":"wtJdpW581UQVX5Ms","name":"Armor of Force Resistance, Studded Leather","type":"equipment","img":"icons/equipment/chest/breastplate-layered-leather-studded-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":null,"avatarUrl":"https://www.dndbeyond.com/avatars/9332/595/637206550534156074.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/9332/596/637206550536070230.jpeg","filterType":"Armor","tags":["Combat","Warding"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Armor-of-Force-Resistance-Studded-Leather.jpeg","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5011,"originalName":"Armor of Force Resistance, Studded Leather","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to force damage while you wear this armor.
","chat":"","unidentified":null},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":13,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":12,"type":"light","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"studdedleather","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318581,"modifiedTime":1674385508344,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"wwydOocYD1BT3xsH","name":"Whelm","type":"weapon","img":"icons/weapons/hammers/hammer-drilling-spiked.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Warhammer","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/8777/171/637174481132855990.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/8777/172/637174481134545553.png","filterType":"Weapon","tags":["Damage","Buff","Debuff","Combat","Sentient"],"sources":[{"sourceId":3,"pageNumber":218,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Whelm.png","restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5432,"originalName":"Whelm","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true],"altValue":[true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
\nYou gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
\nWhelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don’t have a hand free, the weapon lands at your feet.
\nYou can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{stunned} for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can’t be used again until the next dawn.
\nWhile you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can’t cast it from the weapon again until the next dawn.
\nWhelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
\nWhelm’s purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves.
\nWhelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm.
\nThe hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
You have resistance to fire damage while you wear this armor.
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\nIngested. A creature must swallow an entire dose of ingested poison to suffer its effects. The dose can be delivered in food or a liquid. You may decide that a partial dose has a reduced effect, such as allowing advantage on the saving throw or dealing only half damage on a failed save.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":150,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":"24","units":"hour"},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"rsak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Poison","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":137,"originalName":"Assassin's Blood (Ingested)","version":"3.2.7"}},"effects":[],"img":"icons/consumables/potions/potion-tube-corked-red.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224540,"modifiedTime":1674385508352,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"wyORAmPTLD1ROEFc"} {"_id":"wyz8voGGfvwDn38e","name":"Ioun Stone of Sustenance","type":"equipment","img":"icons/commodities/stone/geode-raw-brown.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":4943,"originalName":"Ioun Stone of Sustenance","pack":"dnd5e.items","originalItemName":"Ioun Stone of Sustenance","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[true],"altValue":[true],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"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.
\nWhen 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 (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Acrobatics}) check. You can use an action to seize and stow the stone, ending its effect.
\nA 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.
\nSustenance. You don't need to eat or drink while this clear spindle orbits your head.
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\nWhile the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
\nAfter the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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\nThe Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master’s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
\nAll creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar’s properties are as follows:
\nTouching the Mythallar. Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar’s cradle, is disintegrated instantly (no save).
","chat":"A mythallar looks like an enormous crystal ball held in an ornate cradle. The globe sheds bright light in a 300-foot radius and dim light for an additional 300 feet. The globe draws magic from the Weave that can be harnessed for various purposes. For example, Netherese mages used mythallars to keep their cities aloft and empower their magic items. The bigger the mythallar, the more magic it can hold. The largest mythallars are 150 feet in diameter.
\nThe Ythryn mythallar is a relatively small device—a mere 50 feet in diameter. To attune to this mythallar, a creature must finish a short rest within 30 feet of it, meditating on the mythallar. Up to eight creatures can be attuned to it at one time; otherwise, the Ythryn mythallar follows the attunement rules in the Dungeon Master’s Guide. If a ninth creature tries to attune to the mythallar, nothing happens.
\nAll creatures attuned to the Ythryn mythallar can sense when the device is being used. A creature attuned to the device can use any of its properties, but only if all other creatures attuned to the device agree to allow it. The Ythryn mythallar’s properties are as follows:
\nTouching the Mythallar. Any creature that touches the globe of the mythallar must make a DC 22 Constitution saving throw, taking 180 (20d10 + 70) radiant damage on a failed save, or half as much damage on a successful one. Undead have disadvantage on this saving throw. Any object that touches the globe, other than an artifact or the mythallar’s cradle, is disintegrated instantly (no save).
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\nOrcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
\nSome say that Vecna’s lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King’s rule to an end in a terrible battle that left Vecna’s tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One’s will in the world.
\nThe Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
\nTo attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
\nRandom Properties. The Eye of Vecna and the Hand of Vecna each have the following random properties:
\nProperties of the Eye. Your alignment changes to neutral evil, and you gain the following benefits:
\nIf the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas , both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna’s many hidden vaults, where it waits to be rediscovered.
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\nIn addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":8,"price":20,"attunement":0,"equipped":false,"rarity":"","identified":true,"toolType":"art","baseItem":"smith","ability":["dex"],"chatFlavor":"","proficient":0,"bonus":"","uses":{"value":0,"max":0,"per":null}},"flags":{"ddbimporter":{"dndbeyond":{"type":"Tool","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":115,"originalName":"Smith's Tools","version":"3.2.7"}},"effects":[],"img":"icons/tools/smithing/anvil.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224412,"modifiedTime":1674385508397,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"xSo6kvyR9Zf0fiLJ"} {"name":"Manacles","type":"loot","system":{"description":{"value":"These metal restraints can bind a Small or Medium creature. Escaping the manacles requires a successful DC 20 Dexterity check. Breaking them requires a successful DC 20 Strength check. Each set of manacles comes with one key. Without the key, a creature proficient with thieves' tools can pick the manacles' lock with a successful DC 15 Dexterity check. Manacles have 15 hit points.
","chat":"","unidentified":"Gear"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":6,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":true,"cost":2,"baseItem":"","toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Adventuring Gear","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Control","Utility"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":2103445194,"definitionId":60,"originalName":"Manacles","version":"3.2.7"}},"effects":[],"img":"icons/sundries/survival/cuffs-shackles-steel.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770224100,"modifiedTime":1674385508399,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"xT1bdygimUKmB0Se"} {"_id":"xTtoGA9fuhxxnxFI","name":"Spell Scroll (7th Level)","type":"consumable","img":"icons/sundries/scrolls/scroll-runed-brown-purple.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Scroll","filterType":"Scroll","tags":["Utility","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"stackable":true},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5167,"originalName":"Spell Scroll (7th Level)","version":"3.2.7"},"betterRolls5e":{"quickCharges":{"value":{"use":true,"resource":true,"quantity":false},"altValue":{"use":true,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":false,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
\nIf the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 17. On a failed check, the spell disappears from the scroll with no other effect.
\nThis scroll contains a 7th level spell. The spell's saving throw DC is 18 and attack bonus is +10.
\nA wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Arcana}) check with a DC equal to 17. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
","chat":"","unidentified":"Scroll"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":1,"max":1,"per":"charges","recovery":"","autoDestroy":true,"autoUse":false},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"other","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"scroll","properties":{"mgc":true},"baseItem":"","toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318648,"modifiedTime":1674385508401,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"xUdoEQ69ErSOlhUG","name":"Akmon, Hammer of Purphoros","type":"weapon","img":"icons/weapons/hammers/hammer-double-studded.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Warhammer","damage":{"parts":[]},"classFeatures":[],"avatarUrl":"https://www.dndbeyond.com/avatars/10836/43/637266325137073950.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/10836/44/637266325138558376.jpeg","filterType":"Weapon","tags":[],"sources":[{"sourceId":61,"pageNumber":198,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Akmon-Hammer-of-Purphoros.jpeg","restrictions":[],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1752516,"originalName":"Akmon, Hammer of Purphoros","version":"3.2.7"},"betterRolls5e":{"quickDamage":{"context":{"0":"Magical"},"value":[true,true],"altValue":[true,true],"type":"Array"},"quickVersatile":{"altValue":true,"type":"Boolean","value":false},"quickCharges":{"value":{"use":false,"resource":true,"quantity":false},"altValue":{"use":false,"resource":true,"quantity":false},"type":"Boolean"},"quickDesc":{"type":"Boolean","value":false,"altValue":false},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickTemplate":{"type":"Boolean","value":true,"altValue":true},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"Purphoros’s hammer works wonders and disasters, the god of the forge using it to craft ground-breaking marvels and dangerous inventions in equal measure. Purphoros rarely bestows Akmon on mortals but occasionally leaves it unattended at his forge in Mount Velus. When Purphoros does permit a mortal to use the hammer, it’s usually so they might bring an important work into being, wreck a force of destruction, or forge something remarkable somewhere the god isn’t welcome.
\nHammer of the Forge. This magic warhammer grants a +3 bonus to attack and damage rolls made with it. When you hit with an attack using it, the target takes an extra 3d10 fire damage.
\nBlessing of the Forge. If you are a worshiper of Purphoros, you gain all the following benefits for which you have the required piety:
\nPiety 10+. The hammer has 1 randomly determined minor beneficial property.
\nPiety 25+. The hammer has 1 randomly determined major beneficial property.
\nPiety 50+. The hammer has 1 additional randomly determined major beneficial property.
\nIf you aren’t a worshiper of Purphoros, the hammer has 2 randomly determined minor detrimental properties.
\nSee “Artifacts” in chapter 7 of the Dungeon Master’s Guide for details on randomly determined properties.
\nReforged. While holding the hammer, you have resistance to fire damage and are immune to @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{exhaustion}. Additionally, you have proficiency with smith’s tools and have advantage on all ability checks made using them.
\nSpells. While the hammer is on your person, you can use an action to cast one of the following spells (save DC 18): animate objects, heat metal, fabricate, magic weapon, mending, shatter. Once you use the hammer to cast a spell, the spell can’t be cast again from it until the next dusk.
\nDestroying the Hammer. To destroy the hammer, it must be taken to the realm of Tizerus, in the Underworld. There it must be coated in clay from the Mire of Punishment. The heat of the hammer hardens the clay, which fuses to it after one month. Once fully hardened, the clay-covered hammer must be swallowed and digested by a kraken.
","chat":"","unidentified":"Warhammer"},"source":"Mythic Odysseys of Theros pg 198","quantity":1,"weight":2,"price":0,"attunement":1,"equipped":false,"rarity":"artifact","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8[bludgeoning] + @mod + 3","bludgeoning"],["3d10[fire]","fire"]],"versatile":"1d10[bludgeoning] + 3 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"warhammer","properties":{"amm":false,"fir":false,"fin":false,"hvy":false,"lgt":false,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":true,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318651,"modifiedTime":1674385508404,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Scimitar","type":"weapon","system":{"description":{"value":"Proficiency with a scimitar allows you to add your proficiency bonus to the attack roll for any attack you make with it.
","chat":"","unidentified":"Scimitar"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":25,"attunement":0,"equipped":false,"rarity":"","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":"","units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[slashing] + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"scimitar","properties":{"amm":false,"fir":false,"fin":true,"hvy":false,"lgt":true,"lod":false,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":false,"sil":false},"proficient":false,"toolType":""},"flags":{"ddbimporter":{"dndbeyond":{"type":"Scimitar","damage":{"parts":[]},"classFeatures":[],"restrictions":[],"filterType":"Weapon","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null,"tags":["Damage","Combat"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}]},"id":0,"entityTypeId":0,"definitionEntityTypeId":1782728300,"definitionId":29,"originalName":"Scimitar","version":"3.2.7"},"betterRolls5e":{}},"effects":[],"img":"icons/weapons/swords/scimitar-guard-brown.webp","_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1670770230708,"modifiedTime":1674385508406,"lastModifiedBy":"NKXwoX82cTxPYATP"},"folder":null,"sort":0,"ownership":{"default":0,"NKXwoX82cTxPYATP":3},"_id":"xV1pXXjCM4KmYTR3"} {"_id":"xXHK9ykqEayYVfB4","name":"Feather Token","type":"equipment","img":"icons/commodities/treasure/token-brass-round.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/19/273/636382379048217613.jpeg","largeAvatarUrl":"https://www.dndbeyond.com/avatars/7/448/636284777098361356.jpeg","filterType":"Wondrous item","tags":["Creation","Summoning","Damage","Control","Movement","Utility","Exploration","Combat","Consumable"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Feather-Token.jpeg","isConsumable":true,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5412,"originalName":"Feather Token","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
\nd100 | \nFeather Token | \n
---|---|
01-20 | \nAnchor | \n
21-35 | \nBird | \n
36-50 | \nFan | \n
51-65 | \nSwan Boat | \n
66-90 | \nTree | \n
91-00 | \nWhip | \n
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
\nBird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
\nFan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
\nSwan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot- wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
\nTree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
\nWhip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
\nAs a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{incapacitated} or die.
","chat":"","unidentified":"Wondrous item"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385318656,"modifiedTime":1674385508409,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Boomerang","type":"weapon","system":{"description":{"value":"The boomerang is a ranged weapon, and any creature proficient with the javelin is also proficient with this weapon.
\nOn a miss, a boomerang returns to the thrower's hand.
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\nSlumbering (Uncommon). You have advantage on initiative rolls. While you are holding the focus, it can function as a spellcasting focus for all your spells.
\nStirring (Rare). The Stirring focus has the Slumbering property, and it gains an additional property determined by the family of the dragon in whose hoard it became Stirring:
\nChromatic. Whenever you use a spell slot to cast a spell that deals acid, cold, fire, lightning, or poison damage, roll a d6, and you gain a bonus equal to the number rolled to one of the spell’s damage rolls.
\nGem. Whenever you use a spell slot to cast a spell, you can immediately teleport to an unoccupied space you can see within 15 feet of you.
\nMetallic. When a creature you can see within 30 feet of you makes a saving throw, you can use your reaction to give that creature advantage on the saving throw.
\nWakened (Very Rare). The Wakened focus has the Slumbering and Stirring properties, and while you are holding a Wakened focus, you can use it to cast certain spells. Once the item is used to cast a given spell, it can’t be used to cast that spell again until the next dawn. The spells are determined by the family of the dragon in whose hoard it became Wakened. An asterisk indicates a new spell that appears earlier in this chapter.
\nChromatic. Hold monster, Rime’s binding ice*
\nGem. Rary’s telepathic bond, Raulothim’s psychic lance*
\nMetallic. Fizban’s platinum shield,* legend lore
\nAscendant (Legendary). The Ascendant focus has the Slumbering, Stirring, and Wakened properties. In addition, when you cast a spell of 1st level or higher while holding this focus, you can treat the spell as if it were cast using a 9th-level spell slot. Once this property is used, it can’t be used again until the next dawn.
You have a +2 bonus to attack and damage rolls made with this magic weapon.
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\nDark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can’t be used again until the next dusk.
\nDisheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it’s immune to the @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} condition. Once you use this property, you can’t do so again until the next dusk.
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\nIn addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
This magic sword’s blade is fashioned from a horn or spine from a crystal dragon. When you hit with an attack roll using this sword, the target takes an extra 1d8 radiant damage.
\nThe sword has 3 charges and regains 1d3 expended charges daily at dawn. When you hit a creature with an attack roll using the sword, you can expend 1 charge to regain a number of hit points equal to the extra radiant damage the sword dealt.
\nWhile you’re holding the sword, you can use a bonus action to cause it to shed bright light in a 30-foot radius and dim light for an additional 30 feet, to cause it to shed dim light in a 10-foot radius, or to douse the light.
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\nWhen you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
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\nSentience. Ruin's Wake is a sentient chaotic evil weapon with an Intelligence of 20, a Wisdom of 16, and a Charisma of 22. It has hearing and @Compendium[dnd5e.rules.eVtpEGXjA2tamEIJ]{darkvision} out to a range of 120 feet.
\nThe weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Orc.
\nPersonality. A slaughter-loving balor named Yarrowish lives within Ruin's Wake. The weapon desires only to draw blood and pushes its wielder to solve problems with violence.
\nThe spear grants the following benefits in its dormant state:
\nWhen the spear reaches an awakened state, it gains the following properties:
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\n\n
\n- 2 minor beneficial properties
\n- 2 minor detrimental properties
\nSee “Artifact Properties” in chapter 7 of the Dungeon Master’s Guide for more information.
\n
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 @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{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.
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\nPlacing 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.
\nThe 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.
\nPlacing 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.
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\nSlumbering (Uncommon). You have advantage on saving throws you make to avoid being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or to end those conditions on you.
\nStirring (Rare). You gain a +1 bonus to AC, and you can’t be @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened}. Moreover, each creature of your choice within 30 feet of you has advantage on saving throws it makes to avoid being @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{charmed} or @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} or to end those conditions on itself.
\nWakened (Very Rare).The Wakened ornament has the Stirring property. In addition, when you would take damage of the type dealt by the breath of the dragon in whose hoard the ornament became Wakened, you can use your reaction to take no damage instead, and you regain hit points equal to the damage you would have taken. Once this property is used, it can’t be used again until the next dawn.
\nAscendant (Legendary). The Ascendant ornament has the Stirring and Wakened properties. In addition, while you are wearing the ornament, you gain a flying speed equal to your walking speed and can hover. While you are flying using this speed, spectral dragon wings appear on your back.
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\nSymbiotic @Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Nature}. The gloves can’t be removed from you while you’re attuned to them, and you can’t voluntarily end your attunement to them. If you’re targeted by a spell that ends a curse, your attunement to the gloves ends, and they can be removed.
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\nReload. The weapon can be fired a number of times equal to its Reload score before you must spend 1 attack or 1 action to reload. You must have one free hand to reload a firearm.
\nMisfire. Whenever you make an attack roll with a firearm, and the dice roll is equal to or lower than the weapon’s Misfire score, the weapon misfires. The attack misses, and the weapon cannot be used again until you spend an action to try and repair it. To repair your firearm, you must make a successful Tinker’s Tools check (DC equal to 8 + misfire score). If your check fails, the weapon is broken and must be mended out of combat at a quarter of the cost of the firearm. Creatures who use a firearm without being proficient increase the weapon’s misfire score by 1.
\nExplosive. Upon a hit, everything within 5 ft of the target must make a Dexterity saving throw (DC equal to 8 + your proficiency bonus + your Dexterity modifier) or suffer 1d8 fire damage. If the weapon misses, the ammunition fails to detonate, or bounces away harmlessly before doing so.
\nAmmunition
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\nThese game mechanics are usable in your campaign if your DM allows them but not refined by final game design and editing. They aren’t officially part of the Dungeons & Dragons game and aren’t permitted in D&D Adventurers League events unless otherwise stated.
\n
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\nThe instrument regains all expended charges daily at dawn.
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\nCurse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
","chat":"This polished agate appears to be a stone of good luck (luckstone) to anyone who tries to identify it, and it confers that item’s property while on your person.
\nCurse. This item is cursed. While it is on your person, you take a −2 penalty to ability checks and saving throws. Until the curse is discovered, the DM secretly applies this penalty, assuming you are adding the item’s bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar magic.
","unidentified":"Wondrous item"},"source":"The Hidden Shrine of Tamoachan pg 229","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385324926,"modifiedTime":1674385508563,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"z8fE2a0Jugwbgcxr","name":"Ring of Thunder Resistance","type":"equipment","img":"icons/equipment/finger/ring-thin-gold-blue.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Ring","filterType":"Ring","tags":["Warding","Jewelry"],"sources":[{"sourceId":1,"pageNumber":null,"sourceType":2},{"sourceId":2,"pageNumber":null,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":5156,"originalName":"Ring of Thunder Resistance","pack":"dnd5e.items","originalItemName":"Ring of Thunder Resistance","replaced":true,"version":"3.2.7"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"You have resistance to thunder damage while wearing this spinel ring.
","chat":"","unidentified":"Ring"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":0,"price":0,"attunement":1,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"attributes":{"spelldc":10},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":"","properties":{"mgc":true}},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385324929,"modifiedTime":1674385508565,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Barding","type":"loot","system":{"description":{"value":"Barding is armor designed to protect an animal’s head, neck, chest, and body. Any type of armor can be purchased as barding. The cost is four times the equivalent armor made for humanoids, and it weighs twice as much.
\nApplicable Armor:
\nName | \nType | \nAC | \nStrength | \n@Compendium[dnd5e.rules.0AGfrwZRzSG0vNKb]{Stealth} | \n
Padded | \nLight | \n11 + Dex modifier | \n-- | \nDisadvantage | \n
Leather | \nLight | \n11 + Dex modifier | \n-- | \n-- | \n
Studded Leather | \nLight | \n12 + Dex modifier | \n-- | \n-- | \n
Hide | \nMedium | \n12 + Dex modifier (max 2) | \n-- | \n-- | \n
Chain Shirt | \nMedium | \n13 + Dex modifier (max 2) | \n-- | \n-- | \n
Scale Mail | \nMedium | \n14 + Dex modifier (max 2) | \n-- | \nDisadvantage | \n
Breastplate | \nMedium | \n14 + Dex modifier (max 2) | \n-- | \n-- | \n
Half Plate | \nMedium | \n15 + Dex modifier (max 2) | \n-- | \nDisadvantage | \n
Ring Mail | \nHeavy | \n14 | \n-- | \nDisadvantage | \n
Chain Mail | \nHeavy | \n16 | \nStrength 13 | \nDisadvantage | \n
Splint | \nHeavy | \n17 | \nStrength 15 | \nDisadvantage | \n
Plate | \nHeavy | \n18 | \nStrength 15 | \nDisadvantage | \n
You have a +3 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Crossbow, hand"},"source":"Basic Rules, Player's Handbook","quantity":1,"weight":3,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":30,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":3,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6[piercing] + @mod + 3","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"handcrossbow","properties":{"amm":true,"fir":true,"fin":false,"hvy":false,"lgt":true,"lod":true,"rch":false,"rel":false,"spc":false,"thr":false,"two":false,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385324933,"modifiedTime":1674385508569,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"zBOprk7n8dhBomp6","name":"Arcane Cannon","type":"equipment","img":"icons/weapons/guns/rifle-fluted.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":59,"pageNumber":265,"sourceType":1}],"isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":1434252,"originalName":"Arcane Cannon","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"This Large cannon is imbued with magic. It requires no ammunition and doesn’t need to be loaded. It takes one action to aim the cannon and one action to fire it. After the cannon has fired, it must recharge for 5 minutes before it can be fired again.
\nThe creature firing the cannon chooses the effect from the following options:
\nAcid Jet. The cannon discharges acid in a line 300 feet long and 5 feet wide. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) acid damage on a failed save, or half as much damage on a successful one. In addition, a creature that fails its saving throw takes 11 (2d10) acid damage at the start of each of its turns; a creature can end this damage by using its action to wash off the acid with a pint or more of water.
\nFire Jet. The cannon discharges fire in a line 300 feet long and 5 feet wide. Each creature in the area must make a DC 15 Dexterity saving throw, taking 33 (6d10) fire damage on a failed save, or half as much damage on a successful one. The fire ignites any flammable objects in the area that aren’t being worn or carried.
\nFrost Shot. The cannon shoots a ball of frost to a point you can see within 1,200 feet of the cannon. The ball then expands to form a 30-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 22 (4d10) cold damage, and its speed is reduced by 10 feet for 1 minute. On a successful save, the creature takes half as much damage, and its speed isn’t reduced. A creature whose speed is reduced by this effect can repeat the save at the end of each of its turns, ending the effect on itself on a success.
\nLightning Shot. The cannon shoots a ball of lightning to a point you can see within 1,200 feet of the cannon. The lightning then expands to form a 20-foot-radius sphere centered on that point. Each creature in that area must make a DC 15 Dexterity saving throw, taking 33 (6d10) lightning damage on a failed save, or half as much damage on a successful one. Creatures wearing metal armor have disadvantage on the save.
\nPoison Spray. The cannon expels poison gas in a 60-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, the creature takes 22 (4d10) poison damage and is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} for 1 minute. On a successful save, the creature takes half as much damage and isn’t poisoned. A creature @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{poisoned} in this way can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
\n","chat":"","unidentified":"Wondrous item"},"source":"Explorer's Guide to Wildemount pg 265","quantity":1,"weight":0,"price":0,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":null,"actionType":null,"attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":0,"stealth":false,"proficient":true,"properties":{"mgc":true},"capacity":{"type":"weight","value":0,"weightless":false},"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385324936,"modifiedTime":1674385508571,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"_id":"zFGNDUoqxtx07KVl","name":"Crystalline Chronicle","type":"equipment","img":"icons/commodities/gems/pearl-fire.webp","effects":[],"folder":null,"sort":0,"flags":{"ddbimporter":{"dndbeyond":{"type":"Wondrous item","avatarUrl":"https://www.dndbeyond.com/avatars/13904/406/637411376703267093.png","largeAvatarUrl":"https://www.dndbeyond.com/avatars/13904/407/637411376704438954.png","filterType":"Wondrous item","tags":[],"sources":[{"sourceId":67,"pageNumber":124,"sourceType":1}],"pictureUrl":"ddb-images/other/item-large-Crystalline-Chronicle.png","isConsumable":false,"isContainer":false,"isCustomItem":false,"isHomebrew":false,"isMonkWeapon":false,"isPack":false,"levelInfusionGranted":null},"id":0,"entityTypeId":0,"definitionEntityTypeId":112130694,"definitionId":2407470,"originalName":"Crystalline Chronicle","version":"3.2.7"},"magicitems":{"enabled":true,"charges":0,"chargeType":"c1","rechargeable":false,"recharge":0,"rechargeType":"t2","rechargeUnit":"","destroy":false,"destroyCheck":"d1","spells":{},"feats":{},"tables":{},"equipped":true,"attuned":false,"destroyFlavorText":"reaches 0 charges: it crumbles into ashes and is destroyed.","sorting":"l"},"betterRolls5e":{"quickDesc":{"type":"Boolean","value":true,"altValue":true},"quickAttack":{"type":"Boolean","value":true,"altValue":true},"quickSave":{"type":"Boolean","value":true,"altValue":true},"quickDamage":{"type":"Array","value":[],"altValue":[],"context":[]},"quickProperties":{"type":"Boolean","value":true,"altValue":true},"quickCharges":{"type":"Boolean","value":{"quantity":false,"use":false,"resource":true},"altValue":{"quantity":false,"use":false,"resource":true}},"quickOther":{"type":"Boolean","value":true,"altValue":true,"context":""},"quickFlavor":{"type":"Boolean","value":true,"altValue":true},"quickPrompt":{"type":"Boolean","value":false,"altValue":false}},"midi-qol":{"onUseMacroName":""}},"system":{"description":{"value":"
An etched crystal sphere the size of a grapefruit hums faintly and pulses with irregular flares of inner light. While you are touching the crystal, you can retrieve and store information and spells within the crystal at the same rate as reading and writing. When found, the crystal contains the following spells: detect thoughts, intellect fortress, Rary’s telepathic bond, sending, telekinesis, Tasha's Mind Whip, and Tenser’s floating disk. It functions as a spellbook for you, with its spells and other writing psychically encoded within it.
\nWhile you are holding the crystal, you can use it as a spellcasting focus for your wizard spells, and you know the mage hand, mind sliver (appears in this book), and message cantrips if you don’t already know them.
\nThe crystal has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
\nYou have a +1 bonus to attack and damage rolls made with this magic weapon.
","chat":"","unidentified":"Musket"},"source":"Basic Rules, Player's Handbook pg 213","quantity":1,"weight":10,"price":0,"attunement":0,"equipped":false,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"cover":null,"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":40,"long":120,"units":"ft"},"uses":{"value":0,"max":0,"per":null,"recovery":""},"consume":{"type":"","target":null,"amount":null},"ability":"dex","actionType":"rwak","attackBonus":1,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d12[piercing] + @mod + 1","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"musket","properties":{"amm":false,"fir":true,"fin":false,"hvy":false,"lgt":false,"lod":true,"rch":false,"rel":false,"spc":false,"thr":false,"two":true,"ver":false,"ret":false,"foc":false,"ada":false,"mgc":true,"sil":false},"proficient":false,"toolType":""},"ownership":{"default":0,"S8okQC2ts2hIRRmR":3},"_stats":{"systemId":"dnd5e","systemVersion":"2.1.2","coreVersion":"10.291","createdTime":1674385324941,"modifiedTime":1674385508576,"lastModifiedBy":"NKXwoX82cTxPYATP"}} {"name":"Infiltrator's Key (Dormant)","type":"equipment","system":{"description":{"value":"This mithral skeleton key was forged using the blood of twelve master thieves executed for trying to steal magic items during the Age of Arcanum.
\nThe Infiltrator’s Key grants the following benefits in its dormant state:
\nWhen you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you until the end of your next turn.
\nWhile you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
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\nIf you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
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\nIf you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
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\nWhen you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{prone}. For the purpose of this weapon, \"giant\" refers to any creature with the giant type, including ettins and trolls.
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\nThe sword’s purpose is to fight evil. The sword has the following additional properties:
\nYou have a +3 bonus to attack and damage rolls made with this magic weapon.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
This wand has 7 charges for the following properties. It 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.
\nCommand. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
\nCone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} of you for 1 minute. While it is @Compendium[dnd5e.rules.w7eitkpD7QQTB6j0]{frightened} in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
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\nIf the spell is of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the gem with no other effect.
\nThe quartz spell gem is a rare item and can store up to a 2nd level spell. The stored spell's saving throw DC is 13 and has a +5 attack bonus.
\nYou can imbue the gem with a spell if you’re attuned to it and it’s empty. To do so, you cast the spell while holding the gem. The spell is stored in the gem instead of having any effect. Casting the spell must require either 1 action or 1 minute or longer, and the spell’s level must be no higher than the gem’s maximum. If the spell belongs to the school of abjuration and requires material components that are consumed, you must provide them, but they can be worth half as much as normal.
\nOnce imbued with a spell, the gem can’t be imbued again until the next dawn.
\nDeep gnomes created these magic gemstones and keep the creation process a secret.
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\nWhen you use an action to speak the item’s command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a dire wolf. If there isn’t enough space for the creature, the keyrune doesn’t transform.
\nThe creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the disable-webm=1\">Dodge action and moves to avoid danger.
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A bucket can hold 3 gallons of liquid, or 1/2 cubic foot of solid material.
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\nAs a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes.
This magic tattoo contains a single 1st Level Spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
\nThe level of the spell in the tattoo determines the spell’s saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo’s rarity, as shown in the Spellwrought Tattoo table.
\nSpell Level | \nRarity | \nSpellcasting Ability Mod. | \nSave DC | \nAttack Bonus | \n
---|---|---|---|---|
Cantrip | \nCommon | \n+3 | \n13 | \n+5 | \n
1st | \nCommon | \n+3 | \n13 | \n+5 | \n
2nd | \nUncommon | \n+3 | \n13 | \n+5 | \n
3rd | \nUncommon | \n+4 | \n15 | \n+7 | \n
4th | \nRare | \n+4 | \n15 | \n+7 | \n
5th | \nRare | \n+5 | \n17 | \n+9 | \n