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43 lines
No EOL
2.8 KiB
Markdown
43 lines
No EOL
2.8 KiB
Markdown
# Magic Items (N)
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### Necklace of Adaptation
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*Wondrous item, uncommon (requires attunement)*
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While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as *cloudkill* and *stinking cloud* effects, inhaled poisons, and the breath weapons of some dragons).
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### Necklace of Fireballs
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*Wondrous item, rare*
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This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level *fireball* spell (save DC 15).
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You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the *fireball* by 1 for each bead beyond the first.
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### Necklace of Prayer Beads
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*Wondrous item, rare (requires attunement by a cleric, druid, or paladin)*
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This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
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Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
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**Table- Necklace of Prayer Beads**
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| d20 | Bead of ... | Spell |
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|-------|--------------|-----------------------------------------------|
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| 1-6 | Blessing | Bless |
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| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |
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| 13-16 | Favor | Greater restoration |
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| 17-18 | Smiting | Branding smite |
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| 19 | Summons | Planar ally |
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| 20 | Wind walking | Wind walk |
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### Nine Lives Stealer
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*Weapon (any sword), very rare (requires attunement)*
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You gain a +2 bonus to attack and damage rolls made with this magic weapon.
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The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. |