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+1 All-Purpose Tool,TCE,uncommon,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools

+1 All-Purpose Tool,TCE,uncommon,wondrous item,requires attunement by an artificer,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.While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.As 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., 0 xp

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Languages:

Challenge: (0 xp)

Actions

+2 All-Purpose Tool,TCE,rare,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools

+2 All-Purpose Tool,TCE,rare,wondrous item,requires attunement by an artificer,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.While holding this tool, you gain a +2 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.As 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., 0 xp

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  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions

+3 All-Purpose Tool,TCE,very rare,wondrous item,requires attunement by an artificer,This simple screwdriver can transform into a variety of tools

+3 All-Purpose Tool,TCE,very rare,wondrous item,requires attunement by an artificer,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.While holding this tool, you gain a +3 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.As 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., 0 xp

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Languages:

Challenge: (0 xp)

Actions

Amulet of the Black Skull,ToA,very rare,wondrous item,requires attunement,,1 lb.,,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.The 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

Amulet of the Black Skull,ToA,very rare,wondrous item,requires attunement,,1 lb.,,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.The 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.If 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.Black Skull Transformationd100Transformation01-20The 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.21-35You grow larger as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.36-50You grow smaller as if affected by an enlarge/reduce spell, except the effect lasts for 1 hour.51-70You 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.71-95You are paralyzed for 1 minute or until this effect is ended with a lesser restoration spell or similar magic.96-00You become petrified. This effect can be ended only with a greater restoration spell or similar magic., 0 xp

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Challenge: (0 xp)

Actions

Arcane Cannon,EGW,very rare,wondrous item,,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.The creature firing the cannon chooses the effect from the following options: Acid 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

Arcane Cannon,EGW,very rare,wondrous item,,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.The creature firing the cannon chooses the effect from the following options: Acid 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. Fire 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. Frost 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. Lightning 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. Poison 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 poisoned for 1 minute. On a successful save, the creature takes half as much damage and isn't poisoned. A creature 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., 0 xp

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Challenge: (0 xp)

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Armor of Safeguarding,BGG,very rare,generic variant,requires attunement,Set in the center of this armor's chest is a citrine engraved with the shield rune.While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it

Armor of Safeguarding,BGG,very rare,generic variant,requires attunement,Set in the center of this armor's chest is a citrine engraved with the shield rune.While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn. Base items. This item variant can be applied to the following base items:Chain Mail (Chain Mail of Safeguarding)Plate Armor (Plate Armor of Safeguarding)Ring Mail (Ring Mail of Safeguarding)Splint Armor (Splint Armor of Safeguarding), 0 xp

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Challenge: (0 xp)

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Armor of Vulnerability (Bludgeoning),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to bludgeoning damage. Curse. 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

Armor of Vulnerability (Bludgeoning),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to bludgeoning damage. Curse. 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.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

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  • CHA (-5)

Languages:

Challenge: (0 xp)

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Armor of Vulnerability (Piercing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to piercing damage. Curse. 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

Armor of Vulnerability (Piercing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to piercing damage. Curse. 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.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

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Languages:

Challenge: (0 xp)

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Armor of Vulnerability (Slashing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to slashing damage. Curse. 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

Armor of Vulnerability (Slashing),DMG,rare,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,While wearing this armor, you have resistance to slashing damage. Curse. 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 piercing damage.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

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Challenge: (0 xp)

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Arrow of Slaying (*),DMG,very rare,ammunition, generic variant,,* This generic variant has the same name and source as the item arrow of slaying.An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others

Arrow of Slaying (*),DMG,very rare,ammunition, generic variant,,* This generic variant has the same name and source as the item arrow of slaying.An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. Base items. This item variant can be applied to the following base items:Arrow (Arrow of Slaying)Blowgun Needle (Blowgun Needle of Slaying)Crossbow Bolt (Crossbow Bolt of Slaying)Sling Bullet (Sling Bullet of Slaying), 0 xp

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Azuremite,TDCSR,unknown (magic),illegal drug,,The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of azuremite, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the azuremite powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more azuremite to sell on the black market.This item is an illegal drug

Azuremite,TDCSR,unknown (magic),illegal drug,,The ruins of this sprawling city are now known as the Crystalfen Caverns. These caves are home to scattered veins of azuremite, a gorgeous blue crystal that formed from millennia of psychic energies existing near element deposits. Curious explorers who discovered the veins found that, when mined and refined into a fine dust, the azuremite powder is a strong mind-altering agent and induces temporary visions and other psychic phenomena.While a number of small, isolated entrances to this labyrinth of tunnels have been discovered and adventuring parties have attempted to chart the mines, the caverns are so vast and deep that either they gave up for fear of becoming lost, or they were assailed by the terrible denizens of the caverns, never to return. Most who now brave the caverns are foolish treasure hunters or criminals seeking to mine more azuremite to sell on the black market.This item is an illegal drug see Illegal Drugs for more information., 0 xp

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Challenge: (0 xp)

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Basic Fishing Equipment,AAG,none,adventuring gear,1 sp,Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.d10Catch1-2Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)3-5Tiny, edible fish (feeds one person)6-8Small, edible fish (feeds up to four people)9Hostile space eel (see Boo's Astral Menagerie

Basic Fishing Equipment,AAG,none,adventuring gear,1 sp,Basic Fishing Equipment includes a pole, a line, a hook, and either a lure or some bait.Fishing is a popular pastime in Wildspace and the Astral Sea, though this activity isn't possible aboard a ship that is moving faster than its flying speed. At the end of each hour spent fishing, a character can make a DC 15 Wisdom (Survival) check. A failed check indicates no fish is caught during that hour. On a successful check, roll a d10 and consult the Fishing table to determine the catch.d10Catch1-2Tiny, inedible fish (a creature that consumes it is poisoned for 1 hour)3-5Tiny, edible fish (feeds one person)6-8Small, edible fish (feeds up to four people)9Hostile space eel (see Boo's Astral Menagerie feeds up to twelve people)10Hostile gray scavver (see Boo's Astral Menagerie, feeds up to twenty people), some other creature of the DM's choosing, or an Tiny object of the DM's choosing 0 xp

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Challenge: (0 xp)

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Climber's Kit,PHB,none,adventuring gear12 lb.,25 gp,A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself

Climber's Kit,PHB,none,adventuring gear12 lb.,25 gp,A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor., 0 xp

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Challenge: (0 xp)

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Corecut Dagger,TDCSR,very rare,weapon (dagger), simple weapon, melee weapon,requires attunement,1d4, piercing, - finesse, light, thrown (20/60 ft.),1 lb.,,This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage. Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the remove curse spell or similar magic

Corecut Dagger,TDCSR,very rare,weapon (dagger), simple weapon, melee weapon,requires attunement,1d4, piercing, - finesse, light, thrown (20/60 ft.),1 lb.,,This dark metal blade bends in a wicked, hooked curve. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with an attack using this weapon, you can spend 1 Hit Die to deal an extra 3d6 necrotic damage. Curse. This weapon is cursed, a fact that is revealed only when an identify spell is cast on the weapon or you attune to it. Attuning to the dagger curses you until you are targeted by the remove curse spell or similar magic disposing of the dagger fails to end the curse. While cursed, whenever you receive magical healing, you must spend 1 Hit Die to regain any hit points. If you spend all your Hit Dice at any point, you die. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property., 0 xp

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Challenge: (0 xp)

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Crown of the Wrath Bringer,BGG,rare,wondrous item,requires attunement,This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown's rune to cast the fear spell (save DC 15) with it

Crown of the Wrath Bringer,BGG,rare,wondrous item,requires attunement,This jagged iron circlet bears ornaments in the shape of the enemy rune. When worn, the crown glows with pale light as it draws upon the wearer's fury to strike opponents with vicious terror.When you make an attack roll against a creature and hit it while wearing this crown, you can spend and roll one of your unspent Hit Dice. The creature takes extra psychic damage equal to the number rolled. Invoking the Rune. As an action, you can invoke the crown's rune to cast the fear spell (save DC 15) with it the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn., 0 xp

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Challenge: (0 xp)

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Damselfly Ship,AAG,none,vehicle (space),,Speed: 8 mphCarrying Capacity: 5 tons cargoCrew 9, AC 19, HP 200, Damage Threshold 15,,20.000 gp,This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon

Damselfly Ship,AAG,none,vehicle (space),,Speed: 8 mphCarrying Capacity: 5 tons cargoCrew 9, AC 19, HP 200, Damage Threshold 15,,20.000 gp,This swift but cramped ship is made mostly of metal. It can't float on water, but its legs enable it to land safely on the ground. A sliding hatch just behind the wings allows access to the ship's mangonel turret. The ship's cargo hold can easily be turned into crew cabins or another weapon deck.Damselfly ships are often used as courier vessels and armored transports. Explorers and pirates like them because they're fast and sturdy. Military leaders use them as command ships for the same reasons.Damselfly ship owners are a proud lot, fond of painting their ships in colorful patterns as well as customizing their vessels with special equipment. Large, private gatherings of damselfly ship owners are not uncommon they use these get-togethers to show off their ships and to race one another through asteroid belts and other obstacle courses, either for rewards or bragging rights., 0 xp

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Deck of Many More Things,BMT,legendary,wondrous item,,Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.Deck of Many More Thingsd100Card01Aberration02Balance*03Beast04Book05Bridge06Campfire07Cavern08Celestial09Comet*10Construct11Corpse12Crossroads13Donjon*14Door15Dragon16Elemental17Euryale*18Expert19Fates*20Fey21Fiend22Flames*23Fool*24Gem*25Giant26Humanoid27Jester*28Key*29Knight*30Lance31Mage32Map33Maze34Mine35Monstrosity36Moon*37Ooze38Path39Pit40Plant41Priest42Prisoner43Puzzle*44Ring45Rogue*46Ruin*47Sage*48Shield49Ship50Skull*51Staff52Stairway53Star*54Statue55Sun*56Talons*57Tavern58Temple59Throne*60Tomb61Tower62Tree63Undead64Void*65Warrior66Well67-00Roll again Aberration. You gain telepathy within a range of 90 feet. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.You remain transformed in this way for 2d12 days

Deck of Many More Things,BMT,legendary,wondrous item,,Over the centuries since the first Deck of Many Things was created, many have sought and failed to replicate it. But some have created new cards. These forty-four additional cards are known collectively as the Deck of Many More Things. (More information on creating new cards for this deck appears in chapter 2.)Like the Deck of Many Things, the Deck of Many More Things manifests differently on various worlds. While it can include fewer or different cards, it frequently appears with a Deck of Many Things as part of a combined deck of sixty-six illuminated cards. The combined deck is usually protected by a box or pouch. The forty-four cards of the Deck of Many More Things bear similar imagery to those in the Deck of Many Things and have potent magical effects, which are detailed later in this description. Notably, cards from the Deck of Many More Things are more likely to be beneficial, though about a third of them are still dangerous.Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Unless a card allows you to draw additional cards, any cards drawn exceeding this number have no effect.As soon as you draw a card, its magic takes effect. You must draw each card you declared no more than 1 hour after the previous draw. Unless a card states otherwise, if you fail to draw the chosen number, the remaining number of cards fly from the deck and take effect simultaneously.Unless it is the Fool or the Jester card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.The DM can use the physical cards provided in The Deck of Many Things card set to build a combined Deck of Many Things and Deck of Many More Things, including whichever cards they desire. Alternatively, roll on the Deck of Many More Things table below to randomly determine what cards are drawn.Deck of Many More Thingsd100Card01Aberration02Balance*03Beast04Book05Bridge06Campfire07Cavern08Celestial09Comet*10Construct11Corpse12Crossroads13Donjon*14Door15Dragon16Elemental17Euryale*18Expert19Fates*20Fey21Fiend22Flames*23Fool*24Gem*25Giant26Humanoid27Jester*28Key*29Knight*30Lance31Mage32Map33Maze34Mine35Monstrosity36Moon*37Ooze38Path39Pit40Plant41Priest42Prisoner43Puzzle*44Ring45Rogue*46Ruin*47Sage*48Shield49Ship50Skull*51Staff52Stairway53Star*54Statue55Sun*56Talons*57Tavern58Temple59Throne*60Tomb61Tower62Tree63Undead64Void*65Warrior66Well67-00Roll again Aberration. You gain telepathy within a range of 90 feet. Beast. You immediately transform into a random Beast with a CR of 5 or lower. Your game statistics—including your ability scores, hit points, and possible actions—are replaced by the Beast's game statistics, and any nonmagical equipment you're wearing or carrying melds into your new form and can't be used. Any magic items you're carrying drop in an unoccupied space within 5 feet of your new form.You remain transformed in this way for 2d12 days nothing can alter your form while you're under the effects of this card, but the Wish spell can end the transformation early. When you revert to your normal form, you return to the same state you were in when you initially transformed. Book. You gain the ability to speak, read, and write 1d6 + 2 languages of your choice. Bridge. You gain the ability to cast the Time Stop spell 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Campfire. You immediately gain the benefits of finishing a long rest. Cavern. You gain a climbing speed equal to your walking speed. You also gain the ability to move up, down, across vertical surfaces, and along ceilings, while leaving your hands free. Celestial. You sprout a pair of softly luminescent, feathered wings from your back and gain a flying speed of 30 feet. Construct. A homunculus appears in an unoccupied space within 5 feet of you. The appearance of the homunculus is determined by the DM, and the homunculus treats you as its creator. Corpse. You immediately drop to 0 hit points, have the unconscious condition, and must begin making death saving throws. Spells and other magical effects that restore hit points have no effect on you until you are stabilized. If you fail three death saving throws, you die and can be resurrected only by the Wish spell. Crossroads. Roll a d20. If the roll is even, you age 1d10 years. If the roll is odd, you become younger by 1d10 years, to a minimum of 1 year. This effect can be undone only by the Wish spell, divine intervention, or similar magic. Door. You gain the ability to cast the Gate spell 1d4 times, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Dragon. A dragon egg appears at your feet and immediately hatches into a dragon wyrmling. The type of dragon is chosen by the DM. The wyrmling views you as its parent and is staunchly loyal to you and your allies. Elemental. You become immune to one of the following damage types (choose immediately upon drawing this card): acid, cold, fire, lightning, or thunder. Expert. Your Dexterity score increases by 2, to a maximum of 22. Fey. A fey crossing opens into the Feywild, and you're immediately pulled through it, disappearing in a flash of rainbow-colored light. You draw no more cards.The fey crossing appears as a shimmering fractal of light above the deck, and it remains open for 1 minute after the card is drawn. The precise location in the Feywild to which the fey crossing leads is determined by the DM. Fiend. A powerful Fiend appears in a nearby unoccupied space and offers you a deal. The precise nature of this deal is up to the DM, but usually the Fiend offers some material reward in exchange for you and your allies completing a task for the Fiend. The Fiend is indifferent to you and can be bargained with, it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend's offer, it returns to its home plane. Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20. Humanoid. You can immediately choose to stop drawing from the deck, regardless of how many cards you initially declared. Lance. All your ability scores increase by 1, to a maximum of 20. Mage. Your Intelligence score increases by 2, to a maximum of 22. Map. At any time you choose within 1 year of drawing this card, you can mentally name or describe an object or individual that is familiar to you. You immediately know the location of the object or individual, as well as the distance between you and the object or individual, even if the object or individual is on a different plane of existence. If you named an individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining. Maze. You gain 1d3 levels of exhaustion. Mine. A pile of 2d6 gems (each worth 5,000 gp) and 1d10 chunks of precious ore (each worth 2,500 gp) appears at your feet. Monstrosity. A Large or larger Monstrosity with a challenge rating of 10 or less (chosen by the DM) appears in an unoccupied space within 15 feet of you. The creature is hostile toward you and attacks immediately. The creature disappears when it is killed or when you are reduced to 0 hit points. If there isn't enough space for a Large or larger creature to appear, this card has no effect. Ooze. A gelatinous cube immediately appears in your space and engulfs you. The gelatinous cube is hostile and remains until it is destroyed. If there isn't enough space for the gelatinous cube to appear, this card has no effect. Path. Your walking speed increases by 10 feet. Pit. A pit opens beneath you. You plummet 3d6 × 10 feet, take damage from the fall, and have the prone condition. Plant. You gain the ability to cast Speak with Plants without using a spell slot 0 xp

  • Armor class you must finish a long rest before you can cast it this way again. If you have spell slots of 3rd level or higher, you can cast this spell using them. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Priest. Your Wisdom score increases by 2, to a maximum of 22. Prisoner. Glowing chains made of magical force appear and wrap around you. You have the restrained condition until the chains are destroyed or you are freed. While you have this condition, you can't cast spells, and any magic items you're wearing or carrying have their properties suppressed. You draw no more cards. The chains are immune to damage and can't be dispelled using the Dispel Magic spell or similar magic. However, a Disintegrate spell destroys the chains instantly, freeing you. Another creature can also free you by succeeding on a DC 30 Dexterity check using thieves' tools. Ring. A rare or rarer magic ring appears on your finger. If you have the attunement slots available, you're automatically attuned to the ring when it appears. The DM chooses the ring. Shield. A rare or rarer suit of magic armor that you are proficient with appears in your hands. The DM chooses the armor. If you lack proficiency with any armor, your base AC instead now equals 12 + your Dexterity modifier while you aren't wearing armor. Ship. You gain proficiency in three skills chosen by the DM. Staff. A rare or rarer magic rod, staff, or wand appears in your hands. The DM chooses the item. Stairway. You can choose to either decrease your number of declared draws by two or receive a rare or rarer wondrous item, which appears in your hands. The DM chooses the item. Statue. You immediately have the petrified condition as your body is transformed into marble. The petrification lasts until you are freed with the Greater Restoration spell or similar magic. Tavern. Your Charisma score increases by 2 to a maximum of 22. Temple. A deity or entity of similar power becomes bound to aid you. At any point in time between drawing the card and when you die, you can use your action to call on this entity for divine intervention, and the entity is bound to answer. The parameters and nature of this intervention are chosen by the DM. If you die without having used this intervention, the deity fulfills its obligation by casting the Resurrection spell on you. Once the entity has answered your call for divine intervention or resurrected you, the entity is no longer bound to aid you. Tomb. At any time you choose within 1 year of drawing this card, you can cast the True Resurrection spell once without expending a spell slot or requiring material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Tower. Draw two additional cards beyond your declared number of draws. The magic of these cards doesn't immediately take effect (instead, choose one of the two additional cards to keep, returning the other to the deck. The magic of the card you keep takes effect immediately thereafter. Tree. Your skin immediately becomes rough, like tree bark. Your base AC now equals 15 + your Dexterity modifier while you aren't wearing armor, but you have vulnerability to fire damage. This transformation can be undone only by the Wish spell, divine intervention, or similar magic. Undead. Somewhere on the Material Plane, a revenant rises. This revenant blames you for its existence and relentlessly hunts you to exact its revenge. The revenant exists until either 1 year passes, the revenant kills you, or you use a Wish spell to banish it permanently to the afterlife. Warrior. Your Strength score increases by 2 to a maximum of 22. Well. You learn three cantrips of your choice from any spell list.)
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Deck of Oracles,BMT,rare,wondrous item,requires attunement,The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll

Deck of Oracles,BMT,rare,wondrous item,requires attunement,The illustrations on this deck of oracle cards move or change subtly when viewed indirectly. When you finish a long rest, you can spend 10 minutes consulting the cards for an omen of the coming day. Roll a d20 and record the number rolled. Once in the next 8 hours, immediately after a creature within 60 feet of you makes an ability check, an attack roll, or a saving throw, you can use your reaction to discard the d20 roll the creature must use the number you rolled in place of its roll.Additionally, while holding the cards, you can cast Divination from them. Once this property is used, it can't be used again until the next dawn., 0 xp

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Deck of Wonder,BMT,uncommon,wondrous item,,Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared 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 and take effect simultaneously.Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.Deck of WonderCardCard TitleA ♦Chancellor*K ♦DayQ ♦NightJ ♦Dawn2 ♦Dusk*A ♥Destiny*K ♥CrownQ ♥LockJ ♥Champion2 ♥Coin*A ♣Vulture*K ♣ChaosQ ♣OrderJ ♣Beginning2 ♣Mystery*A ♠Isolation*K ♠EndQ ♠MonsterJ ♠Knife2 ♠Justice*Joker (with ™)Student*Joker (without ™)Mischief Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours. Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours. Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days. Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet. Crown. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect. Dawn. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls. Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest. Destiny. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point. Dusk. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. End. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. Isolation. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel. Justice. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage. Knife. An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon. Lock. You gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws. Monster. This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic. Mystery. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again

Deck of Wonder,BMT,uncommon,wondrous item,,Created in the image of the Deck of Many Things, this deck of ivory or vellum cards bestows an assortment of minor benefits and penalties on those who draw from it. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.Before you draw a card, you must declare how many cards you intend to draw, then draw them randomly. Any additional cards drawn have no effect. Unless a card states otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card you declared 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 and take effect simultaneously.Unless it is the Mystery card, a drawn card immediately takes effect, fades from existence, and reappears in the deck, making it possible to draw the same card multiple times.You can use an altered deck of playing cards to simulate the deck, as shown in the Deck of Wonder table.Deck of WonderCardCard TitleA ♦Chancellor*K ♦DayQ ♦NightJ ♦Dawn2 ♦Dusk*A ♥Destiny*K ♥CrownQ ♥LockJ ♥Champion2 ♥Coin*A ♣Vulture*K ♣ChaosQ ♣OrderJ ♣Beginning2 ♣Mystery*A ♠Isolation*K ♠EndQ ♠MonsterJ ♠Knife2 ♠Justice*Joker (with ™)Student*Joker (without ™)Mischief Beginning. Your hit point maximum and current hit points increase by 2d10. Your hit point maximum remains increased in this way for the next 8 hours. Champion. You gain a +1 bonus to weapon attack and damage rolls. This bonus lasts for 8 hours. Chancellor. Within 8 hours of drawing this card, you can cast Augury once as an action, requiring no material components. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Chaos. You gain resistance to one of the following damage types (chosen by the DM): acid, cold, fire, lightning, or thunder. This resistance lasts for 1d12 days. Coin. Five pieces of jewelry, each worth 100 gp, or ten gemstones, each worth 50 gp, appear at your feet. Crown. You learn the Friends cantrip. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). If you already know this cantrip, the card has no effect. Dawn. This card invigorates you. For the next 8 hours, you can add your proficiency bonus to your initiative rolls. Day. You gain a +1 bonus to saving throws. This benefit lasts until you finish a long rest. Destiny. This card protects you against an untimely demise. The first time after drawing this card that you would drop to 0 hit points from taking damage, you instead drop to 1 hit point. Dusk. This card supernaturally saps your energy. You have disadvantage on initiative rolls. This effect lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. End. This card is an omen of death. You take 2d10 necrotic damage, and your hit point maximum is reduced by an amount equal to the damage taken. This effect can't reduce your hit point maximum below 10 hit points. This reduction lasts until you finish a long rest, but it can be ended early by a Remove Curse spell or similar magic. Isolation. You disappear, along with anything you are wearing or carrying, and become trapped in a harmless extradimensional space for 1d4 minutes. You draw no more cards. You then reappear in the space you left or the nearest unoccupied space. When you reappear, you must succeed on a DC 11 Constitution saving throw or have the poisoned condition for 1 hour as your body reels from the extradimensional travel. Justice. You momentarily gain the ability to balance the scales of fate. For the next 8 hours, whenever you or a creature within 60 feet of you is about to roll a d20 with advantage or disadvantage, you can use your reaction to prevent the roll from being affected by advantage or disadvantage. Knife. An uncommon magic weapon you're proficient with appears in your hands. The DM chooses the weapon. Lock. You gain the ability to cast Knock 1d3 times. Use your Intelligence, Wisdom, or Charisma as the spellcasting ability (your choice). Mischief. You receive an uncommon wondrous item (chosen by the DM), or you can draw two additional cards beyond your declared draws. Monster. This card's monstrous visage curses you. While cursed in this way, whenever you make a saving throw, you must roll 1d4 and subtract the number rolled from the total. The curse lasts until you finish a long rest, but it can be ended early with a Remove Curse spell or similar magic. Mystery. You have disadvantage on Intelligence saving throws for 1 hour. Discard this card and draw from the deck again together, the two draws count as one of your declared draws. Night. You gain darkvision within a range of 300 feet. This darkvision lasts for 8 hours. Order. You gain resistance to one of the following damage types (chosen by the DM): force, necrotic, poison, psychic, or radiant. This resistance lasts for 1d12 days. Student. You gain proficiency in Wisdom saving throws. If you already have this proficiency, you instead gain proficiency in Intelligence or Charisma saving throws (your choice). Vulture. One nonmagical item or piece of equipment in your possession (chosen by the DM) disappears. The item remains nearby but concealed for a short time, so it can be found with a successful DC 15 Wisdom (Perception) check. If the item isn't recovered within 1 hour, it disappears forever., 0 xp

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Demonomicon of Iggwilv,TCE,artifact,wondrous item,requires attunement,An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random 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:2 minor beneficial properties1 minor detrimental property1 major detrimental property Spells. 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

Demonomicon of Iggwilv,TCE,artifact,wondrous item,requires attunement,An expansive treatise documenting the Abyss's infinite layers and inhabitants, the Demonomicon of Iggwilv is the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Random 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:2 minor beneficial properties1 minor detrimental property1 major detrimental property Spells. 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). Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you can add double your proficiency bonus to the check. Fiendish 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. Ensnarement. 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. Containment. 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.When 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.When the tome is discovered, it has 1d4 fiends occupying its pages, typically an assortment of demons. Destroying 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., 0 xp

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Dragon's Blood,ERLW,none,other,,Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use

Dragon's Blood,ERLW,none,other,,Introduced into Sharn by Daask, dragon's blood is a potent and highly addictive stimulant. In addition to inducing euphoria, it can enhance spellcasting ability or even temporarily imbue a user with the ability to cast sorcerer spells. The drug's effects are potentially dangerous and always unpredictable. This isn't something a player character should want to use adventurers are more likely to interfere with Daask smugglers or deal with an addict who accidentally casts a fireball in a crowded street. The specific effects of dragon's blood are up to you, but you can take inspiration from the Wild Magic Surge table in the Player's Handbook., 0 xp

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Elven Trinket,MTF,none,adventuring gear,,d8Trinket1A small notebook that causes anything written in it to disappear after 1 hour2A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light3A small golden pyramid inscribed with elven symbols and about the size of a walnut4A cloak pin made from enamel in the shape of a butterfly

Elven Trinket,MTF,none,adventuring gear,,d8Trinket1A small notebook that causes anything written in it to disappear after 1 hour2A crystal lens made of ivory and gold that causes anything observed through it to appear to be surrounded by motes of multicolored light3A small golden pyramid inscribed with elven symbols and about the size of a walnut4A cloak pin made from enamel in the shape of a butterfly when you take the pin off, it turns into a real butterfly, and returns when you are ready to put your cloak back on again5A golden compass that points toward the nearest portal to the Feywild within 10 miles6A small silver spinning top that, when spun, endlessly spins until interrupted7A small songbird made of enamel, gold wire, and precious stone, uttering the songbird's name in Elvish causes the trinket to emit that bird's birdsong8A small enamel flower that, when put in one's hair, animates, tying back the wearer's hair with a living vine with flowers 0 xp

  • Armor class plucking a single flower from this vine returns it to its inanimate form
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Everbright Lantern,ERLW,common,wondrous item,,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

Everbright Lantern,ERLW,common,wondrous item,,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., 0 xp

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Feywild Shard,TCE,uncommon,wondrous item,requires attunement by a sorcerer,,1 lb.,,This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.When you use a Metamagic option on a spell while you are holding or wearing the shard, you can 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

Feywild Shard,TCE,uncommon,wondrous item,requires attunement by a sorcerer,,1 lb.,,This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.When you use a Metamagic option on a spell while you are holding or wearing the shard, you can 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.If 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., 0 xp

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Folding Boat,DMG,rare,wondrous item4 lb.,,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.One 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.The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide

Folding Boat,DMG,rare,wondrous item4 lb.,,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.One 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.The 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.When 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.The 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., 0 xp

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Infernal Tack,MTF,legendary,wondrous item,requires attunement by a creature of evil alignment.,A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.The tack doesn't conjure a nightmare

Infernal Tack,MTF,legendary,wondrous item,requires attunement by a creature of evil alignment.,A rider binds a nightmare to its service with infernal tack, which consists of a bridle, bit, reins, saddle, and stirrups, along with spurs that are worn by the rider. A nightmare equipped with infernal tack must serve whoever wears the spurs until the wearer dies or the tack is removed.You can use an action to call a nightmare equipped with infernal tack by clashing the spurs together or scraping them through blood. The nightmare appears at the start of your next turn, within 20 feet of you. It acts as your ally and takes its turn on your initiative count. It remains for 1 day, until you or it dies, or until you dismiss it as an action. If the nightmare dies, it reforms in the Nine Hells within 24 hours, after which you can summon it again.The tack doesn't conjure a nightmare one must first be subdued so the tack can be placed on it. No nightmare accepts this forced servitude willingly, but some eventually form strong loyalties to their masters and become true partners in evil., 0 xp

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Jade Serpent Staff,WDMM,unknown (magic),other,,This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with mending cantrips

Jade Serpent Staff,WDMM,unknown (magic),other,,This staff is broken into five pieces, each worth 100 gp for the jade alone. The entire staff can be restored with mending cantrips each casting of the spell repairs one break in the staff. If the staff is made whole, it transforms from an object into an animated jade serpent that has the statistics of a giant poisonous snake, with these changes:The serpent is a construct that understands and obeys whoever was holding the staff when it transformed.It has immunity to poison damage and the poisoned condition. It doesn't require air, food, drink, or sleep.When it drops to 0 hit points, roll a d6. On a roll of 1, the snake turns to dust and is destroyed. On any other roll, it changes back into a staff and breaks into 1d4 + 1 pieces that must be magically mended before the staff can be used again., 0 xp

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Lash of Shadows (Awakened),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. 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 darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. 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. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice

Lash of Shadows (Awakened),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. 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 darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. 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. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.Betrayer Artifact Properties[–]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. Awakened. When the whip reaches an awakened state, it gains the following properties:The weapon's bonus to attack and damage rolls increases to +2.The saving throw DC for the weapon's poisons increases to 15.The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Vestige of Divergence. This item is a Vestige of Divergence, see Tal'Dorei Treasures for more information., 0 xp

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Lash of Shadows (Dormant),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. 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 darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. 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. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice

Lash of Shadows (Dormant),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. 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 darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. 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. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.Betrayer Artifact Properties[–]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. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Vestige of Divergence. This item is a Vestige of Divergence, see Tal'Dorei Treasures for more information., 0 xp

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Lash of Shadows (Exalted),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. 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 darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. 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. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice

Lash of Shadows (Exalted),EGW,artifact,weapon (whip), martial weapon, melee weapon,requires attunement,1d4, slashing, - finesse, reach, Vestige,3 lb.,,This snakeskin whip is touched by the power of Zehir and ends in five animated serpent heads. Sentience. 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 darkvision out to a range of 120 feet.The weapon communicates telepathically with its wielder and can speak, read, and understand Abyssal, Common, and Draconic. Personality. 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. Dormant. The whip grants the following benefits in its dormant state:You can speak, read, and write Abyssal and Draconic.You gain a +1 bonus to attack and damage rolls made with this magic weapon.You can attempt to poison any creature that is hit by the whip. The creature must succeed on a DC 13 Constitution saving throw or suffer the effect of one of the following poisons of your choice once a poison other than Serpent Venom has been used, that poison can't be used again until the next dawn:Dead Eyes. A creature that fails the saving throw against this poison is poisoned for 1 hour. While poisoned in this way, the creature is blinded.Serpent Venom. A creature that fails the saving throw against this poison takes 3d6 poison damage, or half as much damage on a successful save.Betrayer Artifact Properties[–]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. Awakened. When the whip reaches an awakened state, it gains the following properties:The weapon's bonus to attack and damage rolls increases to +2.The saving throw DC for the weapon's poisons increases to 15.The weapon gains a new poison option called Ghoul's Blood. A creature that fails the saving throw against this poison is poisoned for 1 minute. While poisoned in this way, the creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Exalted. When the whip reaches an exalted state, it gains the following additional properties:The weapon's bonus to attack and damage rolls increases to +3.The saving throw DC for the weapon's poisons increases to 17.The weapon gains a new poison option called Cockatrice Tears. A creature that fails the saving throw against this poison begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified for 24 hours. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Reach. This weapon adds 5 feet to your reach when you attack with it. This property also determines your reach for opportunity attacks with a reach weapon. Vestige of Divergence. This item is a Vestige of Divergence, see Tal'Dorei Treasures for more information., 0 xp

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Living Ship,AAG,none,vehicle (space),,Speed: 4½ mphCarrying Capacity: 10 tons cargoCrew 5, AC 15, HP 250, Damage Threshold 15,,25.000 gp,Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don't want to have to worry about their ship's air envelope becoming fouled during a long voyage.This ship's main distinctive feature is the fully grown treant on the aft deck. The treant has a speed of 0 because its roots are woven into the deck

Living Ship,AAG,none,vehicle (space),,Speed: 4½ mphCarrying Capacity: 10 tons cargoCrew 5, AC 15, HP 250, Damage Threshold 15,,25.000 gp,Druids, rangers, and clerics devoted to gods of nature are often found aboard living ships, as are Wildspace explorers who don't want to have to worry about their ship's air envelope becoming fouled during a long voyage.This ship's main distinctive feature is the fully grown treant on the aft deck. The treant has a speed of 0 because its roots are woven into the deck it and the ship are inseparable. If the ship is reduced to 0 hit points, the treant dies of shock. The ship can function if its treant dies, but the treant can never be replaced with another.When the treant finishes a long rest, it repairs the ship's hull, enabling the ship to regain 4d12 hit points, and refreshes the ship's air envelope (turning deadly air into foul air, or foul air into fresh air).A living ship can float on water and sail across it, but it can't land safely on the ground (its keel would cause it to roll on its side). Its standard weaponry is an aft-mounted ballista., 0 xp

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Loadstone,TftYP,rare,wondrous item1 lb.,,This stone is a large gem worth 150 gp. Curse. The stone is cursed, but its magical nature is hidden

Loadstone,TftYP,rare,wondrous item1 lb.,,This stone is a large gem worth 150 gp. Curse. The stone is cursed, but its magical nature is hidden detect magic doesn't detect it. An identify spell reveals the stone's true nature. If you use the Dash or Disengage action while the stone is on your person, its curse activates. Until the curse is broken with remove curse or similar magic, your speed is reduced by 5 feet, and your maximum load and maximum lift capacities are halved. You also become unwilling to part with the stone., 0 xp

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Mirror of Infinite Transpondence,TDCSR,very rare,wondrous item,,These silver hand mirrors always come in pairs. When activated as an action, a mirror establishes a visual link with its paired mirror for 10 minutes, with the two mirrors acting as opposite sides of the same open window. The mirrors create this connection even if both are on different planes.When a single mirror of infinite transpondence is found, the GM decides where its paired mirror is and who possesses it. A random possessor and location can be determined by rolling on the table below. Named bearers are described in chapter 2.Once the connection between the two mirrors has been activated three times from either end, it can't be activated again until the next dawn.Mirror Locationsd8LocationPossesor1EmonSeeker Odessa Tal'Dorei2WhitestoneNone

Mirror of Infinite Transpondence,TDCSR,very rare,wondrous item,,These silver hand mirrors always come in pairs. When activated as an action, a mirror establishes a visual link with its paired mirror for 10 minutes, with the two mirrors acting as opposite sides of the same open window. The mirrors create this connection even if both are on different planes.When a single mirror of infinite transpondence is found, the GM decides where its paired mirror is and who possesses it. A random possessor and location can be determined by rolling on the table below. Named bearers are described in chapter 2.Once the connection between the two mirrors has been activated three times from either end, it can't be activated again until the next dawn.Mirror Locationsd8LocationPossesor1EmonSeeker Odessa Tal'Dorei2WhitestoneNone the mirror is in an empty dungeon3KymalSylker The Millionaire Uttolot4WestruunRealmseer Eskil Ryndarien5SyngornOuestra, the Voice of Memory6The Elemental Plane of WaterKhedive Xundi, Lord of Silver Silt7The Plane of ShadowA Remnant Chosen8An untraceable locationThe Wonderworker, 0 xp

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Murgaxor's Orb,SCC,legendary,wondrous item,requires attunement,Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor's spirit has infused the orb, which he uses to spread a terrible curse among Strixhaven's students. Sentience. Murgaxor's orb is a sentient, chaotic evil magic item with the following properties:The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn't a power of the orb that you control. Curse. 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: Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake. Visions 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 incapacitated.After 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. Magical 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. Destroying the Orb. Murgaxor's orb has AC 18

Murgaxor's Orb,SCC,legendary,wondrous item,requires attunement,Roiling green mist fills this glass orb, which the exiled Strixhaven mage Murgaxor once used in foul magical experiments. Murgaxor's spirit has infused the orb, which he uses to spread a terrible curse among Strixhaven's students. Sentience. Murgaxor's orb is a sentient, chaotic evil magic item with the following properties:The orb has an Intelligence of 20, a Wisdom of 16, and a Charisma of 16, as well as hearing and darkvision out to a range of 30 feet.The orb can speak, read, and understand Common, and it can communicate telepathically with any creature touching it.At any time during your turn, the orb can cast the suggestion spell (save DC 17), targeting you or one other creature that touched the orb within the last 24 hours. This isn't a power of the orb that you control. Curse. 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: Unconsciousness. The cursed creature falls unconscious for 1 hour. The creature is roused if it takes damage or someone uses an action to shake or slap it awake. Visions 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 incapacitated.After 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. Magical 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. Destroying the Orb. Murgaxor's orb has AC 18 20 hit points, immunity to necrotic, poison, and psychic damage 0 xp

  • Armor class and resistance to all other types of damage. If reduced to 0 hit points, the orb shatters.
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Actions

Nautiloid,AAG,none,vehicle (space),,Speed: 4½ mphCarrying Capacity: 17 tons cargoCrew 20, AC 15, HP 400, Damage Threshold 15,,50.000 gp,Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground.As an action, a creature attuned to a nautiloid's spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a d6. On a 5–6, the property recharges after 1 minute

Nautiloid,AAG,none,vehicle (space),,Speed: 4½ mphCarrying Capacity: 17 tons cargoCrew 20, AC 15, HP 400, Damage Threshold 15,,50.000 gp,Built and used by mind flayers, nautiloids are designed exclusively for space travel. They can't float on water, nor can they land safely on the ground.As an action, a creature attuned to a nautiloid's spelljamming helm and in physical contact with the ship can transport the nautiloid and all creatures and objects aboard it to a different plane of existence, at or near a destination envisioned by the spelljammer (or to a random location on the plane if no destination is envisioned). This property is a feature of the ship, not the spelljamming helm. Each time this property is used, roll a d6. On a 5–6, the property recharges after 1 minute otherwise, it can't be used again for 24 hours., 0 xp

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Oloore Root Teabag,TDCSR,unknown,illegal drug,100 gp,This root is typically sold in teabags for 100 gp per dose. It was originally a ritualistic tool used by the followers of many gods, but now sees more recreational use. Oracles used it to enhance their divinations, for it helped them leave their physical bodies behind and become closer to gods and spirits. Drinking tea brewed from the root causes intense hallucinations, which feel like they have granted perfect clarity of mind to the imbiber.After drinking oloore tea as an action, you must succeed on a DC 19 Constitution saving throw or experience vivid hallucinations for 1d4 hours. During this time, you have disadvantage on attack rolls and ability checks. If you fail the saving throw by 10 or more, your hallucinations become horrific visions and you gain a level of exhaustion. On a success, you gain preternatural clarity, allowing you to cast the scrying spell once within the next 1d4 hours.This item is an illegal drug

Oloore Root Teabag,TDCSR,unknown,illegal drug,100 gp,This root is typically sold in teabags for 100 gp per dose. It was originally a ritualistic tool used by the followers of many gods, but now sees more recreational use. Oracles used it to enhance their divinations, for it helped them leave their physical bodies behind and become closer to gods and spirits. Drinking tea brewed from the root causes intense hallucinations, which feel like they have granted perfect clarity of mind to the imbiber.After drinking oloore tea as an action, you must succeed on a DC 19 Constitution saving throw or experience vivid hallucinations for 1d4 hours. During this time, you have disadvantage on attack rolls and ability checks. If you fail the saving throw by 10 or more, your hallucinations become horrific visions and you gain a level of exhaustion. On a success, you gain preternatural clarity, allowing you to cast the scrying spell once within the next 1d4 hours.This item is an illegal drug see Illegal Drugs for more information., 0 xp

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Orcsplitter,PotA,legendary,weapon (greataxe), martial weapon, melee weapon,requires attunement by a dwarf, fighter, or paladin of good alignment,1d12, slashing, - heavy, two-handed,7 lb.,,A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for orc, but the runes are depicted with a gap or slash through the markings

Orcsplitter,PotA,legendary,weapon (greataxe), martial weapon, melee weapon,requires attunement by a dwarf, fighter, or paladin of good alignment,1d12, slashing, - heavy, two-handed,7 lb.,,A mighty axe wielded long ago by the dwarf king Torhild Flametongue, Orcsplitter is a battered weapon that appears unremarkable at first glance. Its head is graven with the Dwarvish runes for orc, but the runes are depicted with a gap or slash through the markings the word orc is literally split in two.You gain the following benefits while holding this magic weapon:You gain a +2 bonus to attack and damage rolls made with it.When you roll a 20 on an attack roll with this weapon against an orc, that orc must succeed on a DC 17 Constitution saving throw or drop to 0 hit points.You can't be surprised by orcs while you're not incapacitated. You are also aware when orcs are within 120 feet of you and aren't behind total cover, although you don't know their location.You and any of your friends within 30 feet of you can't be frightened while you're not incapacitated. Sentience. 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. Personality. 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. Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively. Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it., 0 xp

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Plate of Knight's Fellowship,BMT,uncommon,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,This gleaming set of silver-and-gold plate armor never tarnishes.While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit's corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you)

Plate of Knight's Fellowship,BMT,uncommon,heavy armor (plate armor),requires attunement,AC 18,65 lb.,,This gleaming set of silver-and-gold plate armor never tarnishes.While wearing this armor, you can use a bonus action to summon the spirit of a warrior to your aid. The spirit's corporeal form manifests in an unoccupied space of your choice within 30 feet of you, and it uses the knight stat block. The spirit disappears when it drops to 0 hit points or after 1 minute, whichever comes first.The spirit is an ally to you and your companions. In combat, the spirit shares your initiative count but takes its turn immediately after yours. The spirit obeys your commands (no action required by you) if you don't issue any commands, the spirit takes the Dodge action and uses its movement to avoid danger.Once this bonus action is used, it can't be used again until the next dawn.Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.The wearer has disadvantage on Dexterity (Stealth) checks.If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet., 0 xp

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Challenge: (0 xp)

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Pole of Collapsing,XGE,common,wondrous item,,While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole

Pole of Collapsing,XGE,common,wondrous item,,While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The pole's weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole however, the rod will elongate only as far as the surrounding space allows., 0 xp

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Potion of Giant Size,SKT,legendary,potion,,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.Everything 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

Potion of Giant Size,SKT,legendary,potion,,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.Everything 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.When the effect ends, any hit points you have above your hit point maximum become temporary hit points. This 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., 0 xp

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Ring of Winter,ToA,artifact,ring,requires attunement,,1 lb.,,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 this ring.The Ring of Winter is sentient and tries to take control of any creature that wears it (see Sentient Magic Items 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 the wearer's doom. Sentience. 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. Nondetection. 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. Frozen 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. Cold 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's Master Guide). Magic. 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:You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges

Ring of Winter,ToA,artifact,ring,requires attunement,,1 lb.,,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 this ring.The Ring of Winter is sentient and tries to take control of any creature that wears it (see Sentient Magic Items 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 the wearer's doom. Sentience. 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. Nondetection. 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. Frozen 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. Cold 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's Master Guide). Magic. 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:You can expend 1 charge as an action and use the ring to lower the temperature in a 120-foot-radius sphere centered on a point you can see within 300 feet of you. The temperature in that area drops 20 degrees per minute, to a minimum of -30 degrees Fahrenheit. Frost and ice begin to form on surfaces once the temperature drops below 32 degrees. This effect is permanent unless you use the ring to end it as an action, at which point the temperature in the area returns to normal at a rate of 10 degrees per minute.You can cast one of the following spells from the ring (spell save DC 17) by expending the necessary number of charges: Bigby's hand (2 charges the hand is made of ice, is immune to cold damage, and deals bludgeoning damage instead of force damage as a clenched fist), cone of cold (2 charges), flesh to ice (3 charges, as flesh to stone except that the target turns to solid ice with the density and durability of stone), ice storm (2 charges), Otiluke's freezing sphere (3 charges), sleet storm (1 charge), spike growth (1 charge 0 xp

  • Armor class the spikes are made of ice), or wall of ice (2 charges).You can expend the necessary number of charges as an action and use the ring to create either an inanimate ice object (2 charges) or an animated ice creature (4 charges). The ice object can't have any moving parts, must be able to fit inside a 10-foot cube, and has the density and durability of metal or stone (your choice). The ice creature must be modeled after a beast with a challenge rating of 2 or less. The ice creature has the same statistics as the beast it models, with the following changes: the creature is a construct with vulnerability to fire damage, immunity to cold and poison damage, and immunity to the following conditions: charmed, exhaustion, frightened, paralyzed, petrified, and poisoned. The ice creature obeys only its creator's commands. The ice object or creature appears in an unoccupied space within 60 feet of you. It melts into a pool of normal water after 24 hours or when it drops to 0 hit points. In extreme heat, it loses 5 (1d10) hit points per minute as it melts. Use the guidelines in chapter 8 of the Dungeon Master's Guide to determine the hit points of an inanimate object if they become necessary. Other 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 the mighty ice primordial named Cryonax. Destroying 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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Robe of Useful Items,DMG,uncommon,wondrous item,,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.The robe has two of each of the following patches:DaggerBullseye lantern (filled and lit)Steel mirror10-foot poleHempen rope (50 feet, coiled)SackIn addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.d100Patch01-08Bag of 100 gp09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp16-22Iron 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

Robe of Useful Items,DMG,uncommon,wondrous item,,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.The robe has two of each of the following patches:DaggerBullseye lantern (filled and lit)Steel mirror10-foot poleHempen rope (50 feet, coiled)SackIn addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.d100Patch01-08Bag of 100 gp09-15Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp16-22Iron 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 itself23-3010 gems worth 100 gp each31-44Wooden ladder (24 feet long)45-51A riding horse with saddle bags52-59Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you60-684 potions of healing69-75Rowboat (12 feet long)76-83Spell scroll containing one spell of 1st to 3rd level84-902 mastiffs91-96Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach97-00Portable ram, 0 xp

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Shadowfell Shard,TCE,rare,wondrous item,requires attunement by a sorcerer,,1 lb.,,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.When 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

Shadowfell Shard,TCE,rare,wondrous item,requires attunement by a sorcerer,,1 lb.,,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.When 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., 0 xp

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Shard Solitaire,KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16).Shard SolitaireSpellsAllBanishment (3 charges

Shard Solitaire,KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. The Shard Solitaire Types table lists the spells common to all shard solitaires, as well as the spells specific to each kind of stone. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16).Shard SolitaireSpellsAllBanishment (3 charges the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge)Black sapphireBlight (3 charges), finger of death (6 charges)DiamondIce storm (3 charges), simulacrum (6 charges, the duplicate created by the spell has the same number of hit points as the creature it imitates)JacinthFireball (2 charges), fire storm (6 charges)Rainbow pearlPrismatic spray (6 charges), water breathing (2 charges)RubyFly (2 charges), teleport (6 charges)Multiple variations of this item exist, as listed below:Shard Solitaire (Black Sapphire)Shard Solitaire (Diamond)Shard Solitaire (Jacinth)Shard Solitaire (Rainbow Pearl)Shard Solitaire (Ruby) 0 xp

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Shard Solitaire (Black Sapphire),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The black sapphire shard solitaire can be used to cast the following spells: banishment (3 charges

Shard Solitaire (Black Sapphire),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The black sapphire shard solitaire can be used to cast the following spells: banishment (3 charges the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge), blight (3 charges), finger of death (6 charges)., 0 xp

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Languages:

Challenge: (0 xp)

Actions

Shard Solitaire (Diamond),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The diamond shard solitaire can be used to cast the following spells: banishment (3 charges

Shard Solitaire (Diamond),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The diamond shard solitaire can be used to cast the following spells: banishment (3 charges the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge), ice storm (3 charges), simulacrum (6 charges, the duplicate created by the spell has the same number of hit points as the creature it imitates). 0 xp

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Challenge: (0 xp)

Actions

Shard Solitaire (Jacinth),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The jacinth shard solitaire can be used to cast the following spells: banishment (3 charges

Shard Solitaire (Jacinth),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The jacinth shard solitaire can be used to cast the following spells: banishment (3 charges the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge), fireball (2 charges), fire storm (6 charges)., 0 xp

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Challenge: (0 xp)

Actions

Shard Solitaire (Rainbow Pearl),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The rainbow pearl shard solitaire can be used to cast the following spells: banishment (3 charges

Shard Solitaire (Rainbow Pearl),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The rainbow pearl shard solitaire can be used to cast the following spells: banishment (3 charges the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge), prismatic spray (6 charges), water breathing (2 charges)., 0 xp

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Challenge: (0 xp)

Actions

Shard Solitaire (Ruby),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The ruby shard solitaire can be used to cast the following spells: banishment (3 charges

Shard Solitaire (Ruby),KftGV,legendary,wondrous item,requires attunement,This gemstone contains an unstable extradimensional rift. Its facets are ribboned with iridescent veins that seem to move of their own accord. Five types of shard solitaire are known to exist, each one a different type of gemstone, as shown in the Shard Solitaire Types table. Rift Step. As a bonus action, while wearing or holding the shard solitaire, you can teleport yourself, along with anything you're wearing or carrying, to an unoccupied space you can see within 30 feet of yourself.When you use this property, you can tap into the unstable power of the stone's extradimensional rift to increase the teleport distance by up to 30 feet, but if you teleport more than 30 feet using Rift Step, you must succeed on a DC 16 Constitution saving throw or take 3d10 force damage immediately after you teleport. Spellcasting. The stone has 6 charges and regains 1d6 expended charges daily at dawn. As an action, you can cast one of the stone's spells by expending the requisite number of charges, requiring no material components (save DC 16). The ruby shard solitaire can be used to cast the following spells: banishment (3 charges the target is banished to the stone's extradimensional space for the spell's duration), mirror image (1 charge), fly (2 charges), teleport (6 charges)., 0 xp

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Challenge: (0 xp)

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Shield of the Blazing Dreadnought,BGG,legendary,shield (shield),requires attunement,AC +2,6 lb.,,Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.You can use a bonus action to activate the shield, causing glowing lava to flow through the shield's grooves for 1 minute. While the shield is active, you gain the following benefits: Blazing Soul. You have immunity to fire damage. Cleansing Fire. As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately

Shield of the Blazing Dreadnought,BGG,legendary,shield (shield),requires attunement,AC +2,6 lb.,,Modeled after the formidable spiked tower shields wielded by some fire giants, this iron shield emanates a constant warmth.You can use a bonus action to activate the shield, causing glowing lava to flow through the shield's grooves for 1 minute. While the shield is active, you gain the following benefits: Blazing Soul. You have immunity to fire damage. Cleansing Fire. As an action, you can cause the shield to flare with the cleansing fire of the god Surtur. Choose one creature you can see within 30 feet of yourself (you can choose yourself). One disease or condition of your choice affecting this creature ends immediately the condition can be blinded, charmed, deafened, or poisoned. Shield Bash. When you take the Attack action on your turn, you can replace one of your attacks with a shield bash, targeting one creature you can see within 5 feet of yourself. The target must make a Strength saving throw (DC equals 8 + your proficiency bonus + your Strength modifier). On a failed save, the target takes 3d6 bludgeoning damage plus 3d6 fire damage and is knocked prone. On a successful save, the target takes half as much damage only. You can use Shield Bash only once per turn.Once the shield has been activated, it can't be activated again until the next dawn., 0 xp

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Sled Dog,IDRotF,none,mount,50 gp,A sled dog (use the wolf stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds.Sled dogs must take a short rest after pulling a sled for 1 hour

Sled Dog,IDRotF,none,mount,50 gp,A sled dog (use the wolf stat block in appendix A of the Monster Manual) costs 50 gp and can pull 360 pounds.Sled dogs must take a short rest after pulling a sled for 1 hour otherwise, they gain one level of exhaustion., 0 xp

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Challenge: (0 xp)

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Spell Bottle,EGW,legendary,wondrous item,requires attunement,This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1

Spell Bottle,EGW,legendary,wondrous item,requires attunement,This glass bottle can store one spell of up to 5th level at a time. When found, roll a d6 and subtract 1 the total determines the level of spell in the bottle (the DM chooses the spell, and 0 means the bottle is empty). A swirling blue vapor fills the bottle while it contains a spell.When the bottle is empty, any creature can cast a spell of 1st through 5th level into it by touching it while casting. The spell has no effect other than to be stored in the bottle.While holding the bottle, you can cast the spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The bottle becomes empty once the spell is cast.If you're holding the empty bottle when you see a creature casting a spell within 60 feet of you, you can open the bottle as a reaction in an attempt to interrupt the spell. If the creature is casting a spell of 3rd level or lower, the spell has no effect, and it is stored in the bottle. If it is casting a spell of 4th level or higher, make an Intelligence check. The DC equals 10 + the spell's level. On a success, the spell has no effect, and it is stored in the bottle., 0 xp

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Challenge: (0 xp)

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Spellwrought Tattoo (1st Level),TCE,common,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +3

Spellwrought Tattoo (1st Level),TCE,common,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +3 the Save DC is 13 and the attack bonus is +5., 0 xp

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Challenge: (0 xp)

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Spellwrought Tattoo (2nd Level),TCE,uncommon,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +3

Spellwrought Tattoo (2nd Level),TCE,uncommon,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +3 the Save DC is 13 and the attack bonus is +5., 0 xp

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Spellwrought Tattoo (3rd Level),TCE,uncommon,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +4

Spellwrought Tattoo (3rd Level),TCE,uncommon,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +4 the Save DC is 15 and the attack bonus is +7., 0 xp

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Challenge: (0 xp)

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Spellwrought Tattoo (4th Level),TCE,rare,wondrous item (tattoo),,Produced by a special needle, this magic tattoo contains a single 4th 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.The Ability modifier for this spell is +4

Spellwrought Tattoo (4th Level),TCE,rare,wondrous item (tattoo),,Produced by a special needle, this magic tattoo contains a single 4th 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.The Ability modifier for this spell is +4 the Save DC is 15 and the attack bonus is +7., 0 xp

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Challenge: (0 xp)

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Spellwrought Tattoo (5th Level),TCE,rare,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +5

Spellwrought Tattoo (5th Level),TCE,rare,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +5 the Save DC is 17 and the attack bonus is +9., 0 xp

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Spellwrought Tattoo (Cantrip),TCE,common,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +3

Spellwrought Tattoo (Cantrip),TCE,common,wondrous item (tattoo),,Produced by a special needle, 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.The Ability modifier for this spell is +3 the Save DC is 13 and the attack bonus is +5., 0 xp

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Challenge: (0 xp)

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Spider Staff,PaBTSO,rare,staff, weapon, simple weapon, melee weapon,requires attunement by a bard, sorcerer, warlock, or wizard,1d6, bludgeoning, - versatile (1d8),4 lb.,,The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges

Spider Staff,PaBTSO,rare,staff, weapon, simple weapon, melee weapon,requires attunement by a bard, sorcerer, warlock, or wizard,1d6, bludgeoning, - versatile (1d8),4 lb.,,The top of this magic quarterstaff is shaped like a spider. It deals an extra 1d6 poison damage on a hit when used to make a weapon attack. Spells. The staff has 10 charges. While holding it, you can expend the requisite number of charges to cast one of the following spells from the staff: spider climb (1 charge) or web (2 charges spell save DC 15).The staff regains 1d6 + 4 expended charges daily at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack., 0 xp

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Suude,TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Brown suude allows you to use the Extended Spell Metamagic option, blue suude allows you to use Twinned Spell, and red suude grants Distant Spell.This item is an illegal drug

Suude,TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Brown suude allows you to use the Extended Spell Metamagic option, blue suude allows you to use Twinned Spell, and red suude grants Distant Spell.This item is an illegal drug see Illegal Drugs for more information.Multiple variations of this item exist, as listed below:Suude (Brown)Suude (Blue)Suude (Red), 0 xp

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Suude (Blue),TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Blue suude allows you to use the Twinned Spell Metamagic option.This item is an illegal drug

Suude (Blue),TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Blue suude allows you to use the Twinned Spell Metamagic option.This item is an illegal drug see Illegal Drugs for more information., 0 xp

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Suude (Brown),TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Brown suude allows you to use the Extended Spell Metamagic option.This item is an illegal drug

Suude (Brown),TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Brown suude allows you to use the Extended Spell Metamagic option.This item is an illegal drug see Illegal Drugs for more information., 0 xp

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Suude (Red),TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Red suude allows you to use the Distant Spell Metamagic option.This item is an illegal drug

Suude (Red),TDCSR,unknown (magic),illegal drug,,Exandria's most infamous drug, suude is a glittering powder made from residuum. It was first developed by power-hungry archmages in the Age of Arcanum as an incense burned to enhance focus during ritual spellcasting. The secret to its refinement has been lost and rediscovered a variety of times since the Calamity, and many different types of suude have been developed by arcanists in search of ever-greater power. It has terrible addictive and mentally degenerative properties, even when used sparingly.After burning suude within a vessel and inhaling its fumes as an action, you take 22 (4d10) psychic damage and must make a DC 10 Constitution saving throw. On a failure, you become poisoned for 1 hour and fall unconscious for 1 minute, or until you are shaken awake as an action. During this time, the world seems to move in slow motion, and your vision is twisted in kaleidoscopic colors—yet your focus is never distorted. If one dose of suude, or more, is used within 1 hour of another, the DC of the Constitution saving throw is increased by 5 per additional dose. If you fail this save by 10 or more, you instantly drop to 0 hit points.On a success, you gain the ability to use one of the following Metamagic options as a sorcerer for the next minute, requiring no sorcery points. The type of Metamagic you gain access to depends on the type of suude, and once you use it, you can't use it again until you inhale suude again.Red suude allows you to use the Distant Spell Metamagic option.This item is an illegal drug see Illegal Drugs for more information., 0 xp

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Tearulai,WDMM,very rare,weapon (longsword), martial weapon, melee weapon,requires attunement,1d8, slashing, - versatile (1d10),3 lb.,,The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.Evil creatures can't attune to Tearulai

Tearulai,WDMM,very rare,weapon (longsword), martial weapon, melee weapon,requires attunement,1d8, slashing, - versatile (1d10),3 lb.,,The longsword, Tearulai, is a sentient, neutral good sword of sharpness with an emerald-colored blade and precious gemstones embedded in its hilt and pommel. The sword's magical properties are suppressed until it is removed from Valdemar's skull.Evil creatures can't attune to Tearulai any evil creature that tries to do so takes 20 psychic damage. The weapon's emerald blade can't be damaged or dulled, and the sword can't be teleported anywhere without its wielder while the two are attuned to one another. Spells. The sword has 6 charges and regains 1d4 + 2 expended charges daily at dawn. A creature attuned to the sword can use an action and expend 1 or more charges to cast one of the following spells from it without material components: fly (2 charges), polymorph (3 charges), or transport via plants (4 charges). Sentience. The sword has an Intelligence of 17, a Wisdom of 12, and a Charisma of 20. It has hearing and truesight out to a range of 120 feet. It communicates telepathically with its attuned wielder and can speak, read, and understand Common, Draconic, Elvish, and Sylvan. In addition, the sword can ascertain the true value of any gemstone brought within 5 feet of it. Personality. Tearulai admires great beauty, music, fine art, and poetry. Vain, the weapon strives to improve its appearance. It craves gemstones and seeks out better ones with which to adorn itself. Most of all, it longs to return to the forests around Myth Drannor, where it was created. If its wielder's goals run counter to its own, Tearulai attempts to take control of its wielder and escape Undermountain, whereupon it can use its transport via plants spell to return whence it came.When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.When 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 DM. If the creature has no limb to sever, you lop off a portion of its body instead.Note: According to the SRD, it is an extra 4d6 slashing damage, although this is incorrect.In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack., 0 xp

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Voidwalker Armor,BMT,rare,light armor (studded leather armor),requires attunement,AC 12 + Dex,13 lb.,,This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection's space. The projection disappears at the end of your turn. Once you use this bonus action, it can't be used again until the next dawn. Curse. This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you're unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards

Voidwalker Armor,BMT,rare,light armor (studded leather armor),requires attunement,AC 12 + Dex,13 lb.,,This black studded leather armor bears a red sheen. While wearing this armor, you can use a bonus action to summon a projection of yourself in an unoccupied space within 30 feet of yourself. The projection is a translucent copy of you that has immunity to all damage and conditions, and you can make attacks and cast spells with a range other than self as if standing in the projection's space. The projection disappears at the end of your turn. Once you use this bonus action, it can't be used again until the next dawn. Curse. This armor is cursed, and attuning to it extends the curse to you. As long as you remain cursed, you're unwilling to part with the armor. Taking it off fails to end the curse. While cursed in this way, you feel disconnected from your body, continuously hearing whispers that call for you to join them. Whenever you finish a long rest while cursed, you must make a DC 11 Charisma saving throw. On a failed save, your soul is drawn from your body and trapped in an object on a different plane of existence. The object and location of this object are chosen by the DM (but might be the House of Cards see chapter 18). While your soul is trapped in this way, your body is inert and doesn't age or require sustenance. Destroying the object frees your soul, otherwise, only a Wish spell can restore your soul to your body.Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes. 0 xp

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Wand of Winter,HotDQ,rare,wand,requires attunement,,1 lb.,,This wand looks and feels like an icicle. You must be attuned to the wand to use it.The 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

Wand of Winter,HotDQ,rare,wand,requires attunement,,1 lb.,,This wand looks and feels like an icicle. You must be attuned to the wand to use it.The 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 0 xp

  • Armor class spell save DC 15). No components are required. The 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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Wand of Wonder,DMG,rare,wand,requires attunement by a spellcaster,,1 lb.,,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.If 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 DM 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.d100Effect01-05You cast slow.06-10You cast faerie fire.11-15You are stunned until the start of your next turn, believing something awesome just happened.16-20You cast gust of wind.21-25You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.26-30You cast stinking cloud.31-33Heavy 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.34-36An 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

Wand of Wonder,DMG,rare,wand,requires attunement by a spellcaster,,1 lb.,,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.If 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 DM 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.d100Effect01-05You cast slow.06-10You cast faerie fire.11-15You are stunned until the start of your next turn, believing something awesome just happened.16-20You cast gust of wind.21-25You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.26-30You cast stinking cloud.31-33Heavy 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.34-36An 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.37-46You cast lightning bolt.47-49A 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.50-53You 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.54-58You cast darkness.59-62Grass 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.63-65An object of the DM'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.66-69You shrink yourself as if you had cast enlarge/reduce on yourself.70-79You cast fireball.80-84You cast invisibility on yourself.85-87Leaves 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.88-90A 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.91-95A 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 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.96-97The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.98-00If 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 petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming 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. 0 xp

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Witchlight Vane,WBtW,legendary,melee weapon (mace),requires attunement by a mister light or his handpicked successor,,3 lb.,,This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds. Magic 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. Sense 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.The butterfly shape at the top of the vane spins slowly clockwise when spirits in the carnival are generally high

Witchlight Vane,WBtW,legendary,melee weapon (mace),requires attunement by a mister light or his handpicked successor,,3 lb.,,This ornate rod is topped by a pair of butterfly wings and incorporates bits of red glass into its length. It weighs 3 pounds. Magic 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. Sense 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.The 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. Sentience. 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. Additional Properties. The vane has the following additional properties:The creature holding the vane has vulnerability to lightning damage.The creature attuned to the vane can't be blinded, deafened, petrified, or stunned.While carrying the vane, the creature attuned to it can cast the dancing lights, polymorph, or ray of frost spell as an action, requiring no spell components and using Charisma as the spellcasting ability. After the vane's polymorph spell is cast, roll a d8, on a roll of 3 or 8, the vane can't be used to cast this spell again until the next dawn. 0 xp

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Witchlight Watch,WBtW,legendary,wondrous item,requires attunement by a mister witch or his handpicked successor,This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light causes the henge to cast shadows, and these shadows allow the watch's owner to track the passage of time. Carnival Setup and Takedown. The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can't be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed. Additional Properties. The pocket watch has the following additional properties:While carrying the watch, the creature attuned to it can cast the fire bolt, invisibility, or message spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch's invisibility spell is cast, roll a d8

Witchlight Watch,WBtW,legendary,wondrous item,requires attunement by a mister witch or his handpicked successor,This ornate pocket watch is fastened to the end of a gold chain. It glows with a faint golden light when opened, and it makes a soft ticking noise that can be heard only by the creature holding it. The face of the watch shows a miniature painting of the Witchlight Carnival ringed by a tiny henge, orbited at night by a mote of light small enough to slip through the eye of a needle. This light causes the henge to cast shadows, and these shadows allow the watch's owner to track the passage of time. Carnival Setup and Takedown. The creature attuned to the watch can use an action to initiate the packing up or the unpacking of the Witchlight Carnival, provided the creature and the carnival are on the same plane of existence. In the span of 1 hour, all objects that are elements of the carnival are magically whisked about until everything is packed up and ready for travel, or unpacked and assembled. The watch has no effect on creatures, which can move about freely and safely while the carnival is being set up or taken down. Once the process of packing up or unpacking the carnival begins, it can't be stopped until the task is complete. When the watch is used to pack up or unpack the carnival, this property cannot be used again until 8 hours have elapsed. Additional Properties. The pocket watch has the following additional properties:While carrying the watch, the creature attuned to it can cast the fire bolt, invisibility, or message spell as an action, requiring no spell components and using Intelligence as the spellcasting ability. After the watch's invisibility spell is cast, roll a d8 on a roll of 3 or 8, the watch can't be used to cast this spell again until the next dawn.The creature attuned to the watch gains 30 pounds. This extra weight vanishes when the attunement ends.The creature attuned to the watch must eat and drink eight times the normal amount each day., 0 xp

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  • CHA (-5)

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Challenge: (0 xp)

Actions

Ythryn Mythallar,IDRotF,legendary,wondrous item,requires attunement by a spellcaster,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.The 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

Ythryn Mythallar,IDRotF,legendary,wondrous item,requires attunement by a spellcaster,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.The 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.All 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:While you're on the same plane of existence as the Ythryn mythallar, you can use an action to cause it to fly in any direction you choose at a speed of 30 feet. All matter within 500 feet of the device moves with it. The Ythryn mythallar and all structures held aloft by it hover in place when not in motion.As an action, you can cause one magic item you are holding within 30 feet of the Ythryn mythallar to immediately regain all its expended charges or uses. A magic item recharged in this manner can't be recharged by the Ythryn mythallar again until after the item regains expended charges or uses on its own.You can use the Ythryn mythallar to cast the control weather spell without requiring any components and without the need for you to be outdoors. This casting of the spell has a 50-mile radius. For the duration of the spell's casting time, you must be within 30 feet of the Ythryn mythallar or the spell fails. Touching 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)., 0 xp

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  • STR (-5)
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  • WIS (-5)
  • CHA (-5)

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Challenge: (0 xp)

Actions

Zeal,TDCSR,unknown,illegal drug,150 gp,Distilled from the ichor of demons, zeal was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from zeal, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, zeal is a purple, ashy-tasting gel that typically costs 150 gp per dose.After slathering zeal across your exposed skin as an action, you must make a DC 12 Constitution saving throw. On a failure, you become paralyzed for 1d4 rounds as your muscles lock up. On a success, your weapon attacks deal an additional 1d6 damage for the next minute. After this effect ends, you gain one level of exhaustion.This item is an illegal drug

Zeal,TDCSR,unknown,illegal drug,150 gp,Distilled from the ichor of demons, zeal was originally used by Tal'Dorei's ancient berserkers to grant them incredible strength and courage before battles. These days, it's most commonly used by criminal bruisers before a brawl. Most modern warriors stay well away from zeal, due both to its addictive nature and to the mental and physical degeneration it can cause over long periods of time. When prepared properly, zeal is a purple, ashy-tasting gel that typically costs 150 gp per dose.After slathering zeal across your exposed skin as an action, you must make a DC 12 Constitution saving throw. On a failure, you become paralyzed for 1d4 rounds as your muscles lock up. On a success, your weapon attacks deal an additional 1d6 damage for the next minute. After this effect ends, you gain one level of exhaustion.This item is an illegal drug see Illegal Drugs for more information., 0 xp

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  • STR (-5)
  • DEX (-5)
  • CON (-5)
  • INT (-5)
  • WIS (-5)
  • CHA (-5)

Languages:

Challenge: (0 xp)

Actions