From fac576c3d3b01e2e9e825c50bf8997d2d7047526 Mon Sep 17 00:00:00 2001
From: Jollyproxi <109230156+Jollyproxi@users.noreply.github.com>
Date: Tue, 23 Aug 2022 23:58:25 +0200
Subject: [PATCH 01/22] Update items-gear.xml
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An arcane focus is a special item— an orb, a crystal, a rod, a specially constructed staff, a wand—like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand—like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand—like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand—like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. An arcane focus is a special item—an orb, a crystal, a rod, a specially constructed staff, a wand—like length of wood, or some similar item designed to channel the power of arcane spells. A sorcerer, warlock, or wizard can use such an item as a spellcasting focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. A druidic focus might be a sprig of mistletoe or holly, a wand or scepter made of yew or another special wood, a staff drawn whole out of a living tree, or a totem object incorporating feathers, fur, bones, and teeth from sacred animals. A druid can use such an object as a spellcasting focus. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons"lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons"lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. A holy symbol is a representation of a god or pantheon. It might be an amulet depicting a symbol representing a deity, the same symbol carefully engraved or inlaid as an emblem on a shield, or a tiny box holding a fragment of a sacred relic. Appendix PH-B "Fantasy-Historical Pantheons"lists the symbols commonly associated with many gods in the multiverse. A cleric or paladin can use a holy symbol as a spellcasting focus. To use the symbol in this way, the caster must hold it in hand, wear it visibly, or bear it on a shield. If you have proficiency with the bagpipes, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the drum, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the dulcimer, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the flute, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the lute, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the lyre, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the horn, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the pan flute, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the shawm, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. If you have proficiency with the viol, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature’s speed is halved, it has disadvantage on Dexterity saving throws, and it can’t use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn. When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed. Terrify. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance. You can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage. The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn’t expend the daily use of those properties, only the use of this one.
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if Scrying ends.
While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier.
Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
If you expend the staff's last charge, roll a d20. On a roll of 9 or lower, the staff becomes a nonmagical quarterstaff that breaks the first time it scores a hit and deals damage. On a roll of 10 or higher, the staff regains 1d6 of its expended charges.
Blight Bane. While you are attuned to the staff, blights and other evil plant creatures don't regard you as hostile unless you harm them.
Sunlight. As an action, you can expend 5 charges while presenting the holy symbol to make it shed bright light in a 30-foot radius and dim light for an additional 30 feet. The light is sunlight and lasts for 10 minutes or until you end the effect (no action required).
Soul coins are created by Mammon and his greater devils on Minauros, the third layer of the Nine Hells, in a vast chamber where the captured souls of evil mortals are bound into the coins. These coins are then distributed throughout the Nine Hells to be used for goods and services, infernal deals, dark bargains, and bribes.
The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks.
Spells. The earworm has 4 charges. You can cast the following spells from it, expending the necessary number of charges (spell save DC 15): detect thoughts (2 charges) or dissonant whispers (1 charge). Each time you use the earworm to cast the detect thoughts spell, it sends the information gleaned to the nearest daelkyr, or to the next nearest earworm until it reaches a daelkyr.
The earworm regains 1d4 expended charges daily at dawn.
Symbiotic Nature. The earworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the earworm ends, and it exits your body.
- +If you’re holding the orb when you take fire damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take radiant damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take acid or poison damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take lightning or thunder damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take necrotic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take cold damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take force damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
If you’re holding the orb when you take psychic damage, you can use your reaction to reduce the damage by 1d4 (to a minimum of 0).
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
You can use your arcane firearm as a spellcasting focus for your artificer spells. When you cast an artificer spell through the firearm, roll a d8, and you gain a bonus to one of the spell’s damage rolls equal to the number rolled.
Curse. The orb is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the orb, keeping it on your person at all times. All nonmagical flames within 30 feet of you automatically extinguish, and fire damage dealt by you is halved.
You can use the grimoire as your spellbook, and you can scribe new spells into it as normal. When you prepare wizard spells using the grimoire, the number of wizard spells you can prepare increases by 1.
Additionally, grung that know Thieves’ Cant can use a whistle stick in this manner to communicate over distance.
Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice.
Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18).
When you finish a long rest, choose a spell from any class list. The spell you choose must be of a level you can cast. You know the chosen spell and can cast it with your spell slots of the appropriate level until the end of your next long rest.
This charm has 3 charges. While you bear the charm, you can expend 1 charge as an action to cast the speak with plants spell. For the duration of the spell, you also have advantage on Charisma checks made to influence the behavior, demeanor, and attitude of plants. The charm regains all expended charges at dawn each day.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
Members of Ravnica’s guilds typically carry guild insignia with them, though in some cases (notably House Dimir) the insignia might be carefully hidden. A replacement insignia costs 5 gp and is available only to members of the guild. Any character can use the insignia of their guild as a spellcasting focus.
The jewels in this insignia of the Cult of the Dragon flare with purple light when you enter combat, empowering your natural fists or natural weapon.
-While wearing the insigna, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
+While wearing the insignia, you gain a +1 bonus to the attack rolls and the damage rolls you make with unarmed strikes and natural weapons. Such attacks are considered to be magical.
Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn.
The crystal regains 1d6 + 4 expended charges daily at dawn. If you expend the crystals last charge. roll a d20. On a 1, the crystal vanishes, lost forever.
Water Orb. When this orb detonates, it creates a torrential rainstorm that lasts for 24 hours. Within the area of effect, the rules for heavy precipitation apply, as detailed in chapter 5 of the Dungeon Master's Guide. If there is a substantial body of water in the area, it floods after 2d10 hours of heavy rain, rising 10 feet above its banks and inundating the surrounding area. The flood advances at a rate of 100 feet per round, moving away from the body of water where it began until it reaches the edge of the area of effect: at that point, the water flows downhill (and possibly recedes back to its origin). Light structures collapse and wash away. Any Large or smaller creature caught in the flood's path is swept away. The flooding destroys crops and might trigger mudslides, depending on the terrain.
Flaw. Drown makes its wielder covetous. While attuned to the weapon, you gain the following flaw: "I demand and deserve the largest share of the spoils, and I refuse to part with anything that's mine." In addition, if you are attuned to Drown for 24 consecutive hours, barnacles form on your skin. The barnacles can be removed with a greater restoration spell or similar magic, but not while you are attuned to the weapon.
Flaw. Ironfang heightens its wielder's destructive nature. While attuned to the weapon, you gain the following flaw: "I like to break things and cause ruin."
Flaw. Tinderstrike makes its wielder impatient and rash. While attuned to the weapon, you gain the following flaw: "I act without thinking and take risks without weighing the consequences."
Flaw. Windvane makes its wielder mercurial and unreliable. While attuned to the weapon, you gain the following flaw: "I break my vows and plans. Duty and honor mean nothing to me."
9th level: blade of disaster, power word kill
A humanoid that attunes to this amulet knows the distance and direction of the shield guardian, provided the amulet and the guardian are on the same plane of existence. As an action, the amulet's attuned wearer can try to reactivate the shield guardian, doing so with a successful DC 20 Intelligence (Arcana) check. Reactivation can only be attempted while the amulet and guardian are within 10 feet of each other.
The codicil was written by followers of Auril as a primer on her worship. The first page is a title page with the snowflake symbol of Auril on it. The remaining pages describe various priestly rituals and ceremonies in chilling detail. Nestled among these descriptions is a spell that wizards can learn (frost fingers, and a poem called "Rime of the Frostmaiden" (see appendix E)). The poem is an incantation, the power of which can be used to split a glacier (see chapter 6). The poem might have other capabilities, at your discretion
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).
Those with knowledge of the Draakhorn’s history know that it was first built to signal danger to chromatic dragons—a purpose the Cult of the Dragon has corrupted to call chromatic dragons to the Well of Dragons from across the North.
Any creature touching the orb knows the altitude of the base of the castle above the ground or water below it.
Boots. The pair of boots is now an uncommon magic item that requires attunement. While you wear the boots, you have advantage on Strength saving throws, and you can use your reaction to avoid being knocked prone.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the cleric or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or sorcerer spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the bard or cleric spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
In addition, if you study the primer at the end of a long rest, you can choose one 1st-level spell from the druid or wizard spell list. Before you finish your next long rest, you can cast the chosen spell once without a spell slot if you are holding the primer. Your spellcasting ability for this spell is your choice of Intelligence, Wisdom, or Charisma.
Pan pipes or satyr pipes, also known as the shalm, these are sacred to Lliira and popular with wood elf and wild elf bards.
Short, curved horns like a cornucopia. Played with valves, glaur sound like trumpets, while those without valves, known as gloon, have a more mournful sound.
A double-headed skin drum fitted with handles along its side.
A Faerilnian flute of sophisticated make, found only in areas with skilled artisans, as in great cities or elven enclaves.
A double-reed instrument similar to an oboe or a bassoon, popular with gnomes, who have developed some bellows-powered versions.
A recorder, a simple type of flute, usually carved from wood.
A tambourine, a popular instrument with halflings and humans south of the Dalelands.
Also known as a whistlecane, a simple and easy-to-make wind instrument cut from a reed. They are so simple, in fact, that skilled bards frequently make and give them away to children-to the parents' delight or regret.
A hanging set of carved oval bells, usually played with a pair of light wooden hammers (or open handed). They are most common in underground cultures, where the resonant tones can carry.
A metal gong, traditionally made from a shield, particularly the shield of an enemy. Both goblins and dwarves make and play wargongs, their sound echoing through tunnels in the Underdark.
A southern instrument from Arnn and Calimshan that is a Faerilnian analog to the guitar. Numerous variations have spread across the continent.
A complex pump organ that originated with the zulkirs of Thay, who use it in the casting of their spells. It is considered to have a dramatic, but sinister, sound.
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.
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.
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.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
If you place the corpse of a humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 gp) for at least 8 hours, the salt is consumed and the creature returns to life as if by raise dead at the next dawn. Once used, this property can’t be used again for 7 days.
As a bonus action, you can speak the command word to cause the flail to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4 hit points. This property can’t be used again until the next dawn.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can immediately fly up to 60 feet without provoking opportunity attacks.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you gain resistance to a damage type of your choice until the start of your next turn
When you use a Metamagic option on a spell while you are holding or wearing the shard, one target of the spell that you can see catches fire. The burning target takes 2d10 fire damage at the start of its next turn, and then the flames go out.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you create a wave of water that bursts out from you in a 10-foot radius. Each creature of your choice that you can see in that area takes 2d6 cold damage and must succeed on a Strength saving throw against your spell save DC or be pushed 10 feet away from you and fall prone.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can cause a slimy tentacle to rip through the fabric of reality and strike one creature you can see within 30 feet of you. The creature must succeed on a Charisma saving throw against your spell save DC or take 3d6 psychic damage and become frightened of you until the start of your next turn.
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.
The emblem regains all expended charges daily at dawn.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
When you use a Metamagic option on a spell while you are holding or wearing the shard, choose one creature who takes damage from the spell. That target has disadvantage on attack rolls and ability checks made before the start of your next turn.
When you use a Metamagic option on a spell while you are holding or wearing the shard, choose one creature who takes damage from the spell. That target takes an extra 3d6 necrotic damage.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you or one creature of your choice that you can see within 30 feet of you gains 3d6 temporary hit points.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can end one of the following conditions affecting yourself or one creature you can see within 30 feet of you: charmed, blinded, deafened, frightened, poisoned, or stunned.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn
When you 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.
This amulet bears the crest of Waterdeep. It functions as an amulet of proof against detection and location.
Destroying the Stone. While in stone form, the aboleth isn’t a creature and isn’t subject to effects that target creatures. The Stone of Golorr is immune to all damage. Casting an antipathy/sympathy spell on the stone destroys it if the antipathy effect is selected and the spell is directed to repel aberrations. When the spell is cast in this way, the stone transforms into mucus and is destroyed, and Golorr the aboleth appears in an unoccupied space within 30 feet of the stone’s remains. The aboleth is incensed by the stone’s destruction, and it attacks all other creatures it can see.
As an action, a creature attuned to the Black Crystal Tablet can use it to cast eyebite or gate (the portal created by this spell links to the Far Realm only). After the tablet is used to cast a spell, it cannot be used again until the next dawn.
Whoever is attuned to the Blast Scepter gains resistance to fire and lightning damage and can, as an action, use it to cast thunderwave as a 4th-level spell (save DC 16) without expending a spell slot.
This drow-made dagger is decorated with silver web filigree. It magically plays a fragment of a guitar solo when struck or used to strike a foe.
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
In addition to the knowledge it possesses, a professor orb can cast the mage hand cantrip at will. It uses the spell only to transport itself. Its spellcasting ability is Intelligence.
Gift of Vengeance. You can transfer the shield’s magic to a nonmagical weapon by tracing the uven rune on the weapon with one finger. The transfer takes 8 hours of work that requires the two items to be within 5 feet of each other. At the end, the shield is destroyed, and the rune is etched or burned into the chosen weapon. This weapon becomes a rare magic item that requires attunement. It has the properties of a +1 weapon. The bonus increases to +3 when the weapon is used against one of the following creature types, chosen by you at the time of the magic weapon’s creation: aberrations, celestials, constructs, dragons, elementals, fey, fiends, giants, or undead.
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5—foot—radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample Visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.
The instrument regains all expended charges daily at dawn.
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
While holding this orb, you can use an action to determine whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Etched with eldritch runes, this 1—inch-diameter ruby allows you to use a simple or martial weapon as a spellcasting focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can’t be removed unless you detach it as an action or the weapon is destroyed. Not even an antimagic fieid causes it to fall off. The ruby does fall off the weapon if your attunement to the ruby ends.
You practice the contacting of spirits.