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@ -4,7 +4,7 @@ title: Treasure
[TOC] [TOC]
# Magic #: Magic
Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties. Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity, and its magical properties.
@ -68,20 +68,21 @@ The apparatus floats on water. It can also go underwater to a depth of 900 feet.
A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table.
**Apparatus of the Crab Levers** **Table** **75** - Apparatus of the Crab Levers
| **Lever** | **Up** | **Down** | | Lever | Up | Down |
| --------- | ------------------------------------------------------------------------------------------------------------------------------------ | ----------------------------------------------------------------------------------------------------------------------------------------------- | | ----- | -------------------------------------------------------------------------------------------------------------------------------- | ------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. | | 1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed. |
| 2 | Forward window shutter opens. | Forward window shutter closes. | | 2 | Forward window shutter opens. | Forward window shutter closes. |
| 3 | Side window shutters open (two per side). | Side window shutters close (two per side). | | 3 | Side window shutters open (two per side). | Side window shutters close (two per side). |
| 4 | Two claws extend from the front sides of the apparatus. | The claws retract. | | 4 | Two claws extend from the front sides of the apparatus. | The claws retract. |
| 5 | Each extended claw makes the following *melee weapon attack:* +8 to hit, reach 5 ft., one target. *Hit:* 7 (2d6) bludgeoning damage. | Each extended claw makes the following *melee weapon attack:* +8 to hit, reach 5 ft., one target. *Hit:* The target is grappled (escape DC 15). | | 5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15). |
| 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. | | 6 | The apparatus walks or swims forward. | The apparatus walks or swims backward. |
| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. | | 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |
| 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. | | 8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off. |
| 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | | 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. |
| 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. | | 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. |
| | | |
### Armor, +1, +2, or +3 ### Armor, +1, +2, or +3
@ -101,8 +102,10 @@ You have resistance to nonmagical damage while you wear this armor. Additionally
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below. You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
| **d10** | **Damage Type** | **Table** **76** - Magic Item: Armor of Resistance (Damage Type)
| ------- | --------------- |
| d10 | Damage Type |
| --- | ----------- |
| 1 | Acid | | 1 | Acid |
| 2 | Cold | | 2 | Cold |
| 3 | Fire | | 3 | Fire |
@ -113,6 +116,7 @@ You have resistance to one type of damage while you wear this armor. The GM choo
| 8 | Psychic | | 8 | Psychic |
| 9 | Radiant | | 9 | Radiant |
| 10 | Thunder | | 10 | Thunder |
| | |
### Armor of Vulnerability ### Armor of Vulnerability
@ -150,8 +154,10 @@ If you dump the bag's contents out on the ground, they explode in a 10-foot radi
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table, determine it randomly, or create an effect.
| **d100** | **Effect** | **Table** **77** - Magic Item: Bag of Beans (Effect)
| -------- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| d100 | Effect |
| ----- | --------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. | | 01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour. |
| 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. | | 02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d12 rounds. |
| 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. | | 11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks. |
@ -163,6 +169,7 @@ If you remove a bean from the bag, plant it in dirt or sand, and then water it,
| 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. | | 81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion. |
| 91-99 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. | | 91-99 | A pyramid with a 60-foot square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the GM's choice. |
| 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. | | 100 | A giant beanstalk sprouts, growing to a height of the GM's choice. The top leads where the GM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence. |
| | |
### Bag of Devouring ### Bag of Devouring
@ -198,10 +205,10 @@ The creature is friendly to you and your companions, and it acts on your turn. Y
Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.
**Gray Bag of Tricks** **Table** **78** - Magic Item: Gray Bag of Tricks (Creature)
| **d8** | **Creature** | | d8 | Creature |
| ------ | ------------ | | --- | ------------ |
| 1 | Weasel | | 1 | Weasel |
| 2 | Giant rat | | 2 | Giant rat |
| 3 | Badger | | 3 | Badger |
@ -210,11 +217,12 @@ Once three fuzzy objects have been pulled from the bag, the bag can't be used ag
| 6 | Giant badger | | 6 | Giant badger |
| 7 | Dire wolf | | 7 | Dire wolf |
| 8 | Giant elk | | 8 | Giant elk |
| | |
**Rust Bag of Tricks** **Table** **79** - Magic Item: Rust Bag of Tricks (Creature)
| **d8** | **Creature** | | d8 | Creature |
| ------ | ------------ | | --- | ---------- |
| 1 | Rat | | 1 | Rat |
| 2 | Owl | | 2 | Owl |
| 3 | Mastiff | | 3 | Mastiff |
@ -223,11 +231,12 @@ Once three fuzzy objects have been pulled from the bag, the bag can't be used ag
| 6 | Giant boar | | 6 | Giant boar |
| 7 | Lion | | 7 | Lion |
| 8 | Brown bear | | 8 | Brown bear |
| | |
**Tan Bag of Tricks** **Table** **80** - Magic Item: Tan Bag of Tricks (Creature)
| **d8** | **Creature** | | d8 | Creature |
| ------ | ------------ | | --- | ------------ |
| 1 | Jackal | | 1 | Jackal |
| 2 | Ape | | 2 | Ape |
| 3 | Baboon | | 3 | Baboon |
@ -236,6 +245,7 @@ Once three fuzzy objects have been pulled from the bag, the bag can't be used ag
| 6 | Giant weasel | | 6 | Giant weasel |
| 7 | Giant hyena | | 7 | Giant hyena |
| 8 | Tiger | | 8 | Tiger |
| | |
### Bead of Force ### Bead of Force
@ -275,13 +285,16 @@ While wearing this belt, your Strength score changes to a score granted by the b
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The *belt of stone giant strength* and the *belt of frost giant strength* look different, but they have the same effect.
| **Type** | **Strength** | **Rarity** | **Table** **81** - Magic Item: Belt of Strength (Type)
| ----------------- | ------------ | ---------- |
| Type | Strength | Rarity |
| ----------------- | -------- | --------- |
| Hill giant | 21 | Rare | | Hill giant | 21 | Rare |
| Stone/frost giant | 23 | Very rare | | Stone/frost giant | 23 | Very rare |
| Fire giant | 25 | Very rare | | Fire giant | 25 | Very rare |
| Cloud giant | 27 | Legendary | | Cloud giant | 27 | Legendary |
| Storm giant | 29 | Legendary | | Storm giant | 29 | Legendary |
| | | |
### Berserker Axe ### Berserker Axe
@ -381,8 +394,10 @@ You can send the broom to travel alone to a destination within 1 mile of you if
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly. This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the *detect evil and good* spell. The GM chooses the god and associated alignment or determines the alignment randomly.
| **d20** | **Alignment** | **Table** **82** - Magic Item: Candle of Invocation (Alignment)
| ------- | --------------- |
| d20 | Alignment |
| ----- | --------------- |
| 1-2 | Chaotic evil | | 1-2 | Chaotic evil |
| 3-4 | Chaotic neutral | | 3-4 | Chaotic neutral |
| 5-7 | Chaotic good | | 5-7 | Chaotic good |
@ -392,6 +407,7 @@ This slender taper is dedicated to a deity and shares that deity's alignment. Th
| 14-15 | Lawful evil | | 14-15 | Lawful evil |
| 16-17 | Lawful neutral | | 16-17 | Lawful neutral |
| 18-20 | Lawful good | | 18-20 | Lawful good |
| | |
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time. The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
@ -415,12 +431,15 @@ You can speak the carpet's command word as an action to make the carpet hover an
Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly. Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly.
| **d100** | **Size** | **Capacity** | **Flying Speed** | **Table** **83** - Magic Item: Carpet of Flying (Type)
| -------- | ------------- | ------------ | ---------------- |
| d100 | Size | Capacity | Flying Speed |
| ------ | ------------- | -------- | ------------ |
| 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet | | 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |
| 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet | | 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |
| 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet | | 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |
| 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet | | 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet |
| | | | |
A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.
@ -518,26 +537,30 @@ You can use an action to press one of the cube's faces, expending a number of ch
If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
**Cube of Force Faces** **Table** **84** - Magic Item: Cube of Force (Faces)
| **Face** | **Charges** | **Effect** | | Face | Charges | Effect |
| -------- | ----------- | ----------------------------------------------------------------------------------------------------------------- | | ---- | ------- | ----------------------------------------------------------------------------------------------------------------- |
| 1 | 1 | Gases, wind, and fog can't pass through the barrier. | | 1 | 1 | Gases, wind, and fog can't pass through the barrier. |
| 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | | 2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
| 3 | 3 | Living matter can't pass through the barrier. | | 3 | 3 | Living matter can't pass through the barrier. |
| 4 | 4 | Spell effects can't pass through the barrier. | | 4 | 4 | Spell effects can't pass through the barrier. |
| 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. | | 5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion. |
| 6 | 0 | The barrier deactivates. | | 6 | 0 | The barrier deactivates. |
| | | |
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
| **Spell or Item** | **Charges Lost** | **Table** **85** - Magic Item: Cube of Force (Charges Lost)
| ----------------- | ---------------- |
| Spell or Item | Charges Lost |
| ---------------- | ------------ |
| Disintegrate | 1d12 | | Disintegrate | 1d12 |
| Horn of blasting | 1d10 | | Horn of blasting | 1d10 |
| Passwall | 1d6 | | Passwall | 1d6 |
| Prismatic spray | 1d20 | | Prismatic spray | 1d20 |
| Wall of fire | 1d4 | | Wall of fire | 1d4 |
| | |
### Cubic Gate ### Cubic Gate
@ -595,7 +618,9 @@ An illusion of one or more creatures forms over the thrown card and remains unti
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again. The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
| **Playing Card** | **Illusion** | **Table** **86** - Magic Item: Deck of Illusions (Illusion)
| Playing Card | Illusion |
| ----------------- | -------------------------------- | | ----------------- | -------------------------------- |
| Ace of hearts | Red dragon | | Ace of hearts | Red dragon |
| King of hearts | Knight and four guards | | King of hearts | Knight and four guards |
@ -630,6 +655,7 @@ The illusion lasts until its card is moved or the illusion is dispelled. When th
| Eight of clubs | Orc | | Eight of clubs | Orc |
| Two of clubs | Kobold | | Two of clubs | Kobold |
| Jokers (2) | You (the deck's owner) | | Jokers (2) | You (the deck's owner) |
| | |
### Deck of Many Things ### Deck of Many Things
@ -641,7 +667,9 @@ Before you draw a card, you must declare how many cards you intend to draw and t
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
| **Playing Card** | **Card** | **Table** **87** - Magic Item: Deck of Many Things (Card)
| Playing Card | Card |
| ------------------ | ---------- | | ------------------ | ---------- |
| Ace of diamonds | Vizier* | | Ace of diamonds | Vizier* |
| King of diamonds | Sun | | King of diamonds | Sun |
@ -665,6 +693,7 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th
| Two of spades | Balance* | | Two of spades | Balance* |
| Joker (with TM) | Fool* | | Joker (with TM) | Fool* |
| Joker (without TM) | Jester | | Joker (without TM) | Jester |
| | |
*Found only in a deck with twenty-two cards *Found only in a deck with twenty-two cards
@ -710,7 +739,7 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th
**Speed** 60 ft., fly 60 ft. (hover) **Speed** 60 ft., fly 60 ft. (hover)
| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** | | STR | DEX | CON | INT | WIS | CHA |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------- | ------- | ------- |
| 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) | 16 (+3) |
@ -778,8 +807,10 @@ While wearing this armor, you gain a +1 bonus to AC, you have advantage on savin
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn.
| **Dragon** | **Resistance** | **Table** **88** - Magic Item: Dragon Scale Mail (Resistance)
| ---------- | -------------- |
| Dragon | Resistance |
| ------ | ---------- |
| Black | Acid | | Black | Acid |
| Blue | Lightning | | Blue | Lightning |
| Brass | Fire | | Brass | Fire |
@ -790,6 +821,7 @@ Additionally, you can focus your senses as an action to magically discern the di
| Red | Fire | | Red | Fire |
| Silver | Cold | | Silver | Cold |
| White | Cold | | White | Cold |
| | |
### Dragon Slayer ### Dragon Slayer
@ -853,11 +885,14 @@ This painted brass bottle weighs 1 pound. When you use an action to remove the s
The first time the bottle is opened, the GM rolls to determine what happens. The first time the bottle is opened, the GM rolls to determine what happens.
| **d100** | **Effect** | **Table** **89** - Magic Item: Efreeti Bottle (Effect)
| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| d100 | Effect |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | | 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. |
| 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | | 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. |
| 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | | 91-100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. |
| | |
### Elemental Gem ### Elemental Gem
@ -865,12 +900,15 @@ The first time the bottle is opened, the GM rolls to determine what happens.
This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell. This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the *conjure elemental* spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.
| **Gem** | **Summoned Elemental** | **Table** **90** - Magic Item: Elemental Gem (Summoned Elemental)
| -------------- | ---------------------- |
| Gem | Summoned Elemental |
| -------------- | ------------------ |
| Blue sapphire | Air elemental | | Blue sapphire | Air elemental |
| Yellow diamond | Earth elemental | | Yellow diamond | Earth elemental |
| Red corundum | Fire elemental | | Red corundum | Fire elemental |
| Emerald | Water elemental | | Emerald | Water elemental |
| | |
### Elven Chain ### Elven Chain
@ -912,14 +950,17 @@ These crystal lenses fit over the eyes. While wearing them, you have advantage o
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly. This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.
| **d100** | **Feather Token** | **Table** **91** - Magic Item: Feather Token (Kind of Token)
| -------- | ----------------- |
| d100 | Feather Token |
| ------ | ------------- |
| 01-20 | Anchor | | 01-20 | Anchor |
| 21-35 | Bird | | 21-35 | Bird |
| 36-50 | Fan | | 36-50 | Fan |
| 51-65 | Swan boat | | 51-65 | Swan boat |
| 66-90 | Tree | | 66-90 | Tree |
| 91-100 | Whip | | 91-100 | Whip |
| | |
***Anchor***. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears. ***Anchor***. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
@ -959,8 +1000,8 @@ The creature exists for a duration specific to each figurine. At the end of the
**Speed** 30 ft., fly 60 ft. **Speed** 30 ft., fly 60 ft.
| **STR** | **DEX** | **CON** | **INT** | **WIS** | **CHA** | | STR | DEX | CON | INT | WIS | CHA |
| ------- | ------- | ------- | ------- | ------- | ------- | | ------- | ------- | ------- | ------ | ------- | ------ |
| 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) | | 14 (+2) | 13 (+1) | 13 (+1) | 2 (-4) | 10 (+0) | 3 (-4) |
**Senses** darkvision 60 ft., passive Perception 10 **Senses** darkvision 60 ft., passive Perception 10
@ -1179,12 +1220,15 @@ You can use an action to blow this horn. In response, warrior spirits from the V
Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
| **d100** | **Horn Type** | **Berserkers Summoned** | **Requirement** | **Table** **92** - Magic Item: Horn of Valhalla (Type)
| -------- | ------------- | ----------------------- | ------------------------------------ |
| d100 | Horn Type | Berserkers Summoned | Requirement |
| ----- | --------- | ------------------- | ------------------------------------ |
| 01-40 | Silver | 2d4 + 2 | None | | 01-40 | Silver | 2d4 + 2 | None |
| 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons | | 41-75 | Brass | 3d4 + 3 | Proficiency with all simple weapons |
| 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor | | 76-90 | Bronze | 4d4 + 4 | Proficiency with all medium armor |
| 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons | | 91-00 | Iron | 5d4 + 5 | Proficiency with all martial weapons |
| | | | |
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.
@ -1290,8 +1334,10 @@ You can use an action to remove the flask's stopper and release the creature the
An *identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly. An *identify* spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.
| **d100** | **Contents** | **Table** **93** - Magic Item: Iron Flask (Contents)
| -------- | ----------------- |
| d100 | Contents |
| ----- | ----------------- |
| 150 | Empty | | 150 | Empty |
| 5154 | Demon (type 1) | | 5154 | Demon (type 1) |
| 5558 | Demon (type 2) | | 5558 | Demon (type 2) |
@ -1312,6 +1358,7 @@ An *identify* spell reveals that a creature is inside the flask, but the only wa
| 96 | Solar | | 96 | Solar |
| 9799 | Succubus/incubus | | 9799 | Succubus/incubus |
| 100 | Xorn | | 100 | Xorn |
| | |
# Magic Items (J) # Magic Items (J)
@ -1393,12 +1440,15 @@ This book describes fitness exercises, and its words are charged with magic. If
This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage. This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a *manual of golems* and attempts to read it takes 6d6 psychic damage.
| **d20** | **Golem** | **Time** | **Cost** | **Table** **94** - Magic Item: Manual of Golems (Type of Golem)
| ------- | --------- | -------- | ---------- |
| d20 | Golem | Time | Cost |
| ----- | ----- | -------- | ---------- |
| 1-5 | Clay | 30 days | 65,000 gp | | 1-5 | Clay | 30 days | 65,000 gp |
| 6-17 | Flesh | 60 days | 50,000 gp | | 6-17 | Flesh | 60 days | 50,000 gp |
| 18 | Iron | 120 days | 100,000 gp | | 18 | Iron | 120 days | 100,000 gp |
| 19-20 | Stone | 90 days | 80,000 gp | | 19-20 | Stone | 90 days | 80,000 gp |
| | | | |
To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
@ -1458,7 +1508,7 @@ Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be
### Necklace of Adaptation ### Necklace of Adaptation
*Wondrous item, uncommon (requires attunement)* Wondrous item, uncommon (requires attunement)
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). 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).
@ -1478,14 +1528,17 @@ This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topa
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. 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.
| **d20** | **Bead of ...** | **Spell** | **Table** **95** - Magic Item: Necklace of Prayer Beads (Bead Type)
| ------- | --------------- | --------------------------------------------- |
| d20 | Bead of ... | Spell |
| ----- | ------------ | --------------------------------------------- |
| 1-6 | Blessing | Bless | | 1-6 | Blessing | Bless |
| 7-12 | Curing | Cure wounds (2nd level) or lesser restoration | | 7-12 | Curing | Cure wounds (2nd level) or lesser restoration |
| 13-16 | Favor | Greater restoration | | 13-16 | Favor | Greater restoration |
| 17-18 | Smiting | Branding smite | | 17-18 | Smiting | Branding smite |
| 19 | Summons | Planar ally | | 19 | Summons | Planar ally |
| 20 | Wind walking | Wind walk | | 20 | Wind walking | Wind walk |
| | | |
### Nine Lives Stealer ### Nine Lives Stealer
@ -1621,7 +1674,7 @@ When you drink this potion, you gain the "reduce" effect of the *enlarge/reduce*
### Potion of Flying ### Potion of Flying
*Potion, very rare* Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
@ -1639,13 +1692,16 @@ When you drink this potion, your Strength score changes for 1 hour. The type of
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect.
| **Type of Giant** | **Strength** | **Rarity** | **Table** **96** - Magic Item: Potion of Giant Strength (Giant Type)
| ----------------- | ------------ | ---------- |
| Type of Giant | Strength | Rarity |
| ----------------- | -------- | --------- |
| Hill giant | 21 | Uncommon | | Hill giant | 21 | Uncommon |
| Frost/stone giant | 23 | Rare | | Frost/stone giant | 23 | Rare |
| Fire giant | 25 | Rare | | Fire giant | 25 | Rare |
| Cloud giant | 27 | Very rare | | Cloud giant | 27 | Very rare |
| Storm giant | 29 | Legendary | | Storm giant | 29 | Legendary |
| | | |
### Potion of Growth ### Potion of Growth
@ -1659,14 +1715,15 @@ When you drink this potion, you gain the "enlarge" effect of the *enlarge/reduce
You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated.
**Potions of Healing** **Table** **97** - Magic Item: Potions of Healing (HP Regained)
| **Potion of ...** | **Rarity** | **HP Regained** | | Potion of ... | Rarity | HP Regained |
| ----------------- | ---------- | --------------- | | ---------------- | --------- | ----------- |
| Healing | Common | 2d4 + 2 | | Healing | Common | 2d4 + 2 |
| Greater healing | Uncommon | 4d4 + 4 | | Greater healing | Uncommon | 4d4 + 4 |
| Superior healing | Rare | 8d4 + 8 | | Superior healing | Rare | 8d4 + 8 |
| Supreme healing | Very rare | 10d4 + 20 | | Supreme healing | Very rare | 10d4 + 20 |
| | | |
### Potion of Heroism ### Potion of Heroism
@ -1700,8 +1757,10 @@ If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Con
When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below. When you drink this potion, you gain resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly from the options below.
| **d10** | **Damage Type** | **Table** **98** - Magic Item: Potion of Resistance (Damage type)
| ------- | --------------- |
| d10 | Damage Type |
| --- | ----------- |
| 1 | Acid | | 1 | Acid |
| 2 | Cold | | 2 | Cold |
| 3 | Fire | | 3 | Fire |
@ -1712,6 +1771,7 @@ When you drink this potion, you gain resistance to one type of damage for 1 hour
| 8 | Psychic | | 8 | Psychic |
| 9 | Radiant | | 9 | Radiant |
| 10 | Thunder | | 10 | Thunder |
| | |
### Potion of Speed ### Potion of Speed
@ -1863,8 +1923,10 @@ While wearing this ring, you regain 1d6 hit points every 10 minutes, provided th
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly. You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
| **d10** | **Damage Type** | **Gem** | **Table** **99** - Magic Item: Ring of Resistance (Damage Type)
| ------- | --------------- | ---------- |
| d10 | Damage Type | Gem |
| --- | ----------- | ---------- |
| 1 | Acid | Pearl | | 1 | Acid | Pearl |
| 2 | Cold | Tourmaline | | 2 | Cold | Tourmaline |
| 3 | Fire | Garnet | | 3 | Fire | Garnet |
@ -1875,6 +1937,7 @@ You have resistance to one damage type while wearing this ring. The gem in the r
| 8 | Psychic | Jade | | 8 | Psychic | Jade |
| 9 | Radiant | Topaz | | 9 | Radiant | Topaz |
| 10 | Thunder | Spinel | | 10 | Thunder | Spinel |
| | | |
### Ring of Shooting Stars ### Ring of Shooting Stars
@ -1892,12 +1955,15 @@ Each sphere appears in an unoccupied space you can see within 120 feet of you. T
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created.
| **Spheres** | **Lightning Damage** | **Table** **100** - Magic Item: Ring of Shooting Stars (Damage)
| ----------- | -------------------- |
| Spheres | Lightning Damage |
| ------- | ---------------- |
| 4 | 2d4 | | 4 | 2d4 |
| 3 | 2d6 | | 3 | 2d6 |
| 2 | 5d4 | | 2 | 5d4 |
| 1 | 4d12 | | 1 | 4d12 |
| | |
***Shooting Stars***. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. ***Shooting Stars***. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
@ -2031,8 +2097,10 @@ The robe has two of each of the following patches:
In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.
| **d100** | **Patch** | **Table** **101** - Magic Item: Robe of Useful Items (Patch)
| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| d100 | Patch |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 01-08 | Bag of 100 gp | | 01-08 | Bag of 100 gp |
| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp | | 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself | | 16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself |
@ -2045,6 +2113,7 @@ In addition, the robe has 4d4 other patches. The GM chooses the patches or deter
| 84-90 | 2 mastiffs | | 84-90 | 2 mastiffs |
| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | | 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |
| 97-100 | Portable ram | | 97-100 | Portable ram |
| | |
### Rod of Absorption ### Rod of Absorption
@ -2190,10 +2259,10 @@ If the spell is on your class's spell list but of a higher level than you can no
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.
**Spell Scroll** **Table** **102** - Magic Item: Spell Scroll (Spell Level Statistics)
| **Spell Level** | **Rarity** | **Save DC** | **Attack Bonus** | | Spell Level | Rarity | Save DC | Attack Bonus |
| --------------- | ---------- | ----------- | ---------------- | | ----------- | --------- | ------- | ------------ |
| Cantrip | Common | 13 | +5 | | Cantrip | Common | 13 | +5 |
| 1st | Common | 13 | +5 | | 1st | Common | 13 | +5 |
| 2nd | Uncommon | 13 | +5 | | 2nd | Uncommon | 13 | +5 |
@ -2204,6 +2273,7 @@ The level of the spell on the scroll determines the spell's saving throw DC and
| 7th | Very rare | 18 | +10 | | 7th | Very rare | 18 | +10 |
| 8th | Very rare | 18 | +10 | | 8th | Very rare | 18 | +10 |
| 9th | Legendary | 19 | +11 | | 9th | Legendary | 19 | +11 |
| | | | |
A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed.
@ -2227,11 +2297,14 @@ If you attempt to control a sphere that is under another creature's control, you
If the sphere comes into contact with a planar portal, such as that created by the *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table. If the sphere comes into contact with a planar portal, such as that created by the *gate* spell, or an extradimensional space, such as that within a *portable hole*, the GM determines randomly what happens, using the following table.
| **d100** | **Result** | **Table** **103** - Magic Item: Sphere of Annihilation (Contact Result)
| -------- | ---------------------------------------------------------------------------------------------------------------------------------- |
| d100 | Result |
| ----- | ---------------------------------------------------------------------------------------------------------------------------------- |
| 01-50 | The sphere is destroyed. | | 01-50 | The sphere is destroyed. |
| 51-85 | The sphere moves through the portal or into the extradimensional space. | | 51-85 | The sphere moves through the portal or into the extradimensional space. |
| 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | | 86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. |
| | |
### Staff of Charming ### Staff of Charming
@ -2287,11 +2360,14 @@ The staff has 20 charges for the following properties. The staff regains 2d8 + 4
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| **Distance from Origin** | **Damage** | **Table** **104** - Magic Item: Staff of Power (Damage)
| ------------------------ | -------------------------------------- |
| Distance from Origin | Damage |
| --------------------- | -------------------------------------- |
| 10 ft. away or closer | 8 × the number of charges in the staff | | 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff | | 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff | | 21 to 30 ft. away | 4 × the number of charges in the staff |
| | |
### Staff of Striking ### Staff of Striking
@ -2329,11 +2405,14 @@ You can also use an action to cast one of the following spells from the staff wi
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
| **Distance from Origin** | **Damage** | **Table** **105** - Magic Item: Staff of the Magi (Damage)
| ------------------------ | -------------------------------------- |
| Distance from Origin | Damage |
| --------------------- | -------------------------------------- |
| 10 ft. away or closer | 8 × the number of charges in the staff | | 10 ft. away or closer | 8 × the number of charges in the staff |
| 11 to 20 ft. away | 6 × the number of charges in the staff | | 11 to 20 ft. away | 6 × the number of charges in the staff |
| 21 to 30 ft. away | 4 × the number of charges in the staff | | 21 to 30 ft. away | 4 × the number of charges in the staff |
| | |
### Staff of the Python ### Staff of the Python
@ -2615,8 +2694,10 @@ If an effect covers an area, you must center the spell on and include the target
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. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.
| **d100** | **Effect** | **Table** **106** - Magic Item: Wand of Wonder (Effect)
| -------- | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| d100 | Effect |
| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 01-05 | You cast slow. 06-10 You cast faerie fire. | | 01-05 | You cast slow. 06-10 You cast faerie fire. |
| 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. | | 11-15 | You are stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast gust of wind. |
| 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. | | 21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage. |
@ -2637,6 +2718,7 @@ The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand'
| 91-95 | A 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. | | 91-95 | A 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. |
| 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | | 96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. |
| 98-100 | If 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. | | 98-100 | If 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. |
| | |
### Weapon, +1, +2, or +3 ### Weapon, +1, +2, or +3
@ -2678,7 +2760,7 @@ While wearing this cloak, you can use an action to speak its command word. This
# Magic Items (Z) # Magic Items (Z)
# Sentient Magic Items # Chapter ##: Sentient Magic
Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
@ -2698,29 +2780,37 @@ A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can cho
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
| **d100** | **Communication** | **Table** **107** - Creating Sentient Magic Items: Communication
| -------- | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| d100 | Communication |
| ------ | ------------------------------------------------------------------------------------------------------------------------------------------------------------------ |
| 01-60 | The item communicates by transmitting emotion to the creature carrying or wielding it. | | 01-60 | The item communicates by transmitting emotion to the creature carrying or wielding it. |
| 61-90 | The item can speak, read, and understand one or more languages. | | 61-90 | The item can speak, read, and understand one or more languages. |
| 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. | | 91-100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
| | |
### Senses ### Senses
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
| **d4** | **Senses** | **Table** **108** - Creating Sentient Magic Items: Senses
| ------ | ------------------------------------------ |
| d4 | Senses |
| --- | ------------------------------------------ |
| 1 | Hearing and normal vision out to 30 feet. | | 1 | Hearing and normal vision out to 30 feet. |
| 2 | Hearing and normal vision out to 60 feet | | 2 | Hearing and normal vision out to 60 feet |
| 3 | Hearing and normal vision out to 120 feet. | | 3 | Hearing and normal vision out to 120 feet. |
| 4 | Hearing and darkvision out to 120 feet. | | 4 | Hearing and darkvision out to 120 feet. |
| | |
### Alignment ### Alignment
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.
| **d100** | **Alignment** | **Table** **109** - Creating Sentient Magic Items: Alignment
| -------- | --------------- |
| d100 | Alignment |
| ------ | --------------- |
| 01-15 | Lawful good | | 01-15 | Lawful good |
| 16-35 | Neutral good | | 16-35 | Neutral good |
| 36-50 | Chaotic good | | 36-50 | Chaotic good |
@ -2730,23 +2820,27 @@ A sentient magic item has an alignment. Its creator or nature might suggest an a
| 86-89 | Lawful evil | | 86-89 | Lawful evil |
| 90-96 | Neutral evil | | 90-96 | Neutral evil |
| 97-100 | Chaotic evil | | 97-100 | Chaotic evil |
| | |
### Special Purpose ### Special Purpose
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
| **d10** | **Purpose** | **Table** **110** - Creating Sentient Magic Items: Special Purpose
| ------- | -------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | ***Aligned:*** The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) | | d10 | Purpose |
| 2 | ***Bane:*** The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. | | --- | -------------------------------------------------------------------------------------------------------------------------------------- |
| 3 | ***Protector:*** The item seeks to defend a particular race or kind of creature, such as elves or druids. | | 1 | Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |
| 4 | ***Crusader:*** The item seeks to defeat, weaken, or destroy the servants of a particular deity. | | 2 | Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |
| 5 | ***Templar:*** The item seeks to defend the servants and interests of a particular deity. | | 3 | Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. |
| 6 | ***Destroyer:*** The item craves destruction and goads its user to fight arbitrarily. | | 4 | Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. |
| 7 | ***Glory Seeker:*** The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. | | 5 | Templar: The item seeks to defend the servants and interests of a particular deity. |
| 8 | ***Lore Seeker:*** The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. | | 6 | Destroyer: The item craves destruction and goads its user to fight arbitrarily. |
| 9 | ***Destiny Seeker:*** The item is convinced that it and its wielder have key roles to play in future events. | | 7 | Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |
| 10 | ***Creator Seeker:*** The item seeks its creator and wants to understand why it was created. | | 8 | Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |
| 9 | Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. |
| 10 | Creator Seeker: The item seeks its creator and wants to understand why it was created. |
| | |
### Conflict ### Conflict
@ -2768,7 +2862,7 @@ A sentient item has a will of its own, shaped by its personality and alignment.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn. If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.
# Artifacts # Chapter ##: Artifacts
### Orb of Dragonkind ### Orb of Dragonkind